Parallax Occlusion Mapping (POM) is a high-end technique (and important for creating 3D configurators) for shading GPU fragments that effectively gives every Texel a height value.
Normal Mapping changes the illumination of each fragment so that it looks as if the surface is aligned in a different direction. This allows the light to play over “surface irregularities” as if they were present in the geometry. This provides a convincing result, but suffers from various limitations when viewed at close range, including:
Normal Mapping changes the illumination of each fragment so that it looks as if the surface is aligned in a different direction. This allows the light to play over “surface irregularities” as if they were present in the geometry. This provides a convincing result, but suffers from various limitations when viewed at close range, including:
Taken together, these reduce the effectiveness of Normal Mapping, so the result is less convincing from certain angles, under certain lighting conditions, and with bumps or holes of considerable depth.
Parallax occlusion mapping.
POM adds text height data separately from the normal text data. Each fragment is scanned on the graphics processor to determine the correct visual result and eliminate all of the above limitations. This leads to an extremely realistic result under many viewing conditions, at the expense of a significant GPU time.
The effect still has some limitations compared to the actual geometry:
As with normal mapping, POM is expected to improve the visualization of the already acceptable geometry. It cannot be used to create the appearance of an acceptable geometry from a poor-quality geometry.
Heightmap data.
Each texel in a POM material has a single channel of heightmap data, normalized between 0.0 (countersunk in the geometry to the maximum amount) and 1.0 (increased from the geometry to the normal amount). What this exactly means depends on the material used. Typical mesh materials have 1.0 flush with the geometry, with the result that it is only possible to penetrate the geometry, never to pull it out. Base materials, on the other hand, have 0.5 at the reference base height, where 0.0 is moved below the reference and 1.0 above the reference – this is effectively achieved by extruding the soil nodes before applying the POM effect.
Heightmap data can be manually edited in a program such as Adobe Photoshop if a linear color space is used. Using a nonlinear color space results in a wrong center point and distorted height ranges. If you edit heightmap data manually, make sure you use a tool to restore the normal map data so that the two data sets remain in sync – with the two effects simulating conflicting surface details producing poor results.
Performance.
Parallax Occlusion Mapping can be very GPU intensive. We expect that users with GPUs in the lower to medium performance range will have this effect disabled. Disabling the effect is a switching of settings and simply causes the elevation data to be ignored.
Artifacts.
There are a number of possible artifacts that result from using the POM technique. POM is not a “Set and Forget” technique – content creators must design a suitable geometry, use a suitable UV mapping method, and carefully test the results. In particular, it is the responsibility of the creator to address the following issues:
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