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Parallax occlusion mapping (as proposed by Tatarchuk, 2006) extends steep parallax mapping by doing a linear interpolation on hit sample, assuming the heightfield as a straight line. Although this does not hold true for very steep angles (as the hit ray do approach parallelism and thus may go over whole texels at once), it provides very good improvement for a minimal speed cost.

Notice 'texture bleeding' on the far end of the quad again. This is really a inherent problem with those kind of approaches.

Skybox by Sock (http://www.planetquake.com/simland).
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Author MaxDZ8, see english wiki.
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current10:00, 31 August 2006Thumbnail for version as of 10:00, 31 August 2006700 × 700 (398 KB)MaxDZ8{{Information |Description=Parallax occlusion mapping (as proposed by Tatarchuk, 2006) extends steep parallax mapping by doing a linear interpolation on hit sample, assuming the heightfield as a straight line. Although this does not hold true for very ste

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