Welcome to the Relief Texture Mapping Web Site!
Relief Texture Mapping is a technique that supports the representation of 3-D surface detail, producing self-occlusion, self-shadowing, view-motion parallax, and silhouettes. This technique produces correct views of 3-D surfaces and scenes by augmenting textures with per texel depth. The details are described in a series of documents, including papers, my Ph.D. dissertation, technical reports, demos with source code, and videos. Check them out and welcome to the Relief Texture Mapping World!
Here you find:
Copy of the SIGGRAPH 2000 paper
Copies of the I3D 2005 and I3D 2006 papers
Copy of the Technical Report and videos for Rendering Relief Maps with silhouettes
Copy of my dissertation (the most comprehensive source of information about Relief Texture Mapping)
Relief Mapping Demos (Cg and nVidia's FX Composer)
Book Chapters related to Relief Mapping
Video: Relief Mapping on DOOM 3TM
Relief Mapping with Self-Shadowing
Relief Mapping with Chromatic Dispersion
and Fresnel Effect
Relief Mapping with Chromatic Dispersion,
Fresnel Effect, and Self-Shadowing
Download the nVidia FX Composer Project I used to render the images above
Download the SIGGRAPH 2000 paper (see the ACM copyright notice)
Oliveira, Manuel M., Gary Bishop, David McAllister. Relief Texture Mapping. Proceedings of SIGGRAPH 2000 (New Orleans, La), July 23-28, 2000, pp.359-368.
Paper (PDF, 0.8 MB)
Download a copy of my dissertation
Oliveira, Manuel M. Relief Texture Mapping.Ph.D. Dissertation. UNC Computer Science Technichal Report TR00-009, University of North Carolina, March 3, 2000.
Abstract (html) Dissertation (High Resolution Images - Adobe PDF, 4.9 MB) Dissertation (Low Resolution Images - Adobe PDF, 1.9 MB)
Fabio Policarpo and Manuel M. Oliveira. Relief Mapping of Non-Height-Field Surface Details. ACM SIGGRAPH 2006 Symposium on Interactive 3D Graphics and Games, Redwood City, CA, March 14-17, 2006, pp. 55-62.
Paper (Adobe PDF, 283 KB)
FX Composer demo
3DS Max plugin (version 1.7)
Download a copy of our I3D 2005 Paper on Relief Mapping (see the ACM copyright notice)
Fabio Policarpo, Manuel M. Oliveira, João Comba. Real-Time Relief Mapping on Arbitrary Polygonal Surfaces. ACM SIGGRAPH 2005 Symposium on Interactive 3D Graphics and Games, Washington, DC, April 3-6, 2005, pp. 155-162.
Paper (Adobe PDF, 2.65 MB)
Download a Relief Mapping Demo
Requires nVidia GeForceFX (preferable GeForce 6800 or better) and nVidia Cg 1.3 installed.
3DS Max_plugin (version 1.8)
a copy of
our Technical Report describing how to render Relief Maps with Silhouttes. Most of
this material was included in the recent book Advanced Game Development with
Programmable Graphics Hardware, by Alan Watt and Fabio Policarpo
(AK Peters, August 2005).
Manuel M. Oliveira, Fabio Policarpo. An Efficient Representation for Surface Details. UFRGS Technical Report RP-351, January 26, 2005.
Technical Report (Adobe PDF, 4.7MB)
Video 1: Column room (3 MB, WMV)
Video 2: Stone sphere with silhouettes (1.7 MB, WMV)
Fabio Policarpo and Manuel M. Oliveira. Relaxed Cone Stepping for Relief Mapping. Chapter 18. In: Hubert Nguyen (ed.) GPU Gems 3. Addison-Wesley Professional, 2007, (ISBN 978-0321515261), pp. 409-428.
and Manuel M. Oliveira. Advanced
Mapping Techniques and Ray Tracing on the GPU. Chapter 5. In: Advanced Game Development with Programmable
Graphics Hardware, by Alan Watt and Fabio Policarpo. ISBN 1-56881-240-X. A K Peters,
Wellesley, Massachusetts, pp. 119-172, 2005.
The co-authorship of Chapter 5 (omitted in the first printing) is acknowledged in the publisher's web sitte for the book.
||Download a copy
the Relief Mapping Abstract in the ACM TOG (I3D Reprise at SIGGRAPH
Fabio Policarpo, Manuel M. Oliveira, João Comba. Real-Time Relief Mapping on Arbitrary Polygonal Surfaces. ACM Transactions on Graphics. Volume 24, Number 3, pp. 935, July 2005.
Paper (Adobe PDF, 109 KB)
Fabio Policarpo and Manuel M. Oliveira. Rendering Surface Details in Games with Relief Mapping Using a Minimally Invasive Approach. In:Wolfgang Engel (ed.). SHADER X4: Lighting & Rendering. Charles River Media, Inc., Hingham, Massachusetts, 2006 (ISBN 1-58450-425-0), pp. 109-119.
DOOM 3TM with Relief Mapping
Download the Video Showing Relief Mapping on DOOM 3TM
(Recorded in real time on a Pentium 4 PC with a GeForce 6800 GT with 256 MB)
DOOM 3TM uses a normal mapping shader over all game geometry. We processed all normal maps of the game to generate the appropriate depth maps, which are stored in the specular maps alpha channel (as normal maps are compressed and can not have alpha modified).
Download the modified shaders and the tool to convert the normal maps to depth maps.
The tool for creating depth maps from normal maps is based on a Poisson Multigrid Solver written by Carlos E. Scheidegger and Gustavo S. Neto.
QUAKE 4TM with Relief Mapping
Download the Video Showing Relief Mapping on QUAKE 4TM
nVidia's CineFX 4.0 Technichal Brief
Check nVidia's CineFX 4.0 Technichal Brief, with a section about Relief Mapping.
Raising Textures to New Heights: An innovative technique adds depth to conventional texture maps, by Diana Phillips Mahoney, Computer Graphics World, Volume 24, Number 7, July 2001, pages 15-16.
||Dynamic Parallax Occlusion Mapping with Approximate
Soft Shadows (I3D 2006)
by Natalya Tatarchuk (ATI Research)
Rendering Geometry with Relief Textures (GI 2006)
by Lionel Baboud, Xavier Décoret (INRIA)
Realistic Water Volumes in Real-Time (Eurographics Workshop on Natural Phenomena - 2006 )
Lionel Baboud, Xavier Décoret (INRIA)
Subsurface Texture Mapping (IRISA Internal Report No 1806, July 2006)
Guillaume Francois, Sumanta Pattanaik, Kadi Bouatouch, Gaspard Breton (IRISA INRIA)
Interval Mapping (Technical Report)
Eric Risser, Musawir Shah, Sumanta Pattanaik ( University of Central Florida)
Per-Pixel Displacement Mapping with Distance Function (GPU Gems 2 - Chapter 8)
William Donnelly ( University of Waterloo)
Cone Step Mapping
2000-2006 by Manuel M. Oliveira