Keywords: Bumpmapping-ParallaxOcclusionMapping-steepAngle.MaxDZ8.png 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 own 2006-08-01 MaxDZ8 see english wiki Do whatever you want with it Additional files in the form of Bumpmapping-<technique>-steepAngle MaxDZ8 png Parallax mapping |