I came across a few relatively recent papers on different displacement mapping techniques and it's interesting to see how far we've come from the days where normal mapping was all the rage.
However I couldn't really dig up concrete details on which method is used in current games/engines. Can anyone comment on the current state of displacement mapping in games and whether tessellation will render these "fake" approaches obsolete in the near future?
These documents give a nice overview of the implementation and performance of different techniques - normal mapping,
relief mapping, parallax occlusion mapping and quadtree displacement mapping.
http://www.bth.se/fou/cuppsats.nsf/all/9c1560496a915078c1257a58005115a0/$file/BTH2012Hrkalovic.pdf
http://drobot.org/pub/M_Drobot_Programming_Quadtree Displacement Mapping.pdf
However I couldn't really dig up concrete details on which method is used in current games/engines. Can anyone comment on the current state of displacement mapping in games and whether tessellation will render these "fake" approaches obsolete in the near future?
These documents give a nice overview of the implementation and performance of different techniques - normal mapping,
relief mapping, parallax occlusion mapping and quadtree displacement mapping.
http://www.bth.se/fou/cuppsats.nsf/all/9c1560496a915078c1257a58005115a0/$file/BTH2012Hrkalovic.pdf
http://drobot.org/pub/M_Drobot_Programming_Quadtree Displacement Mapping.pdf