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KHR_parallax_mapping #2196

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59 changes: 59 additions & 0 deletions extensions/2.0/Khronos/KHR_materials_parallax_mapping/README.md
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<!--
Copyright 2015-2022 The Khronos Group Inc.
SPDX-License-Identifier: CC-BY-4.0
-->

# KHR\_materials\_parallax\_mapping

## Contributors


## Status

Draft

## Dependencies

Written against the glTF 2.0 spec.

## Overview

Many materials provide a height-map that can either be used for real geometry displacement or for parallax-mapping.
This extension defines a way to specify a texture as a height map.

## glTF Schema Updates

The height at a given position is calculated by sampling the given texture and using the red channel. The sampled value is then multiplied with the `heightFactor`.
The result is used in an implementation defined way to offset all other texture lookups. (See Resources)
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It might be worthwhile to specify the direction of the offset. (is white the topmost height or bottommost height?) Afaik Godot has white goes down, and calls the texture a "depth map"

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Good point! I will add that. Would it make sense to fix a certain behavior (i.e. 0 is lowest, 1 is highest) or have it configurable. Translating one to the other is trivial.

Alternatively, one could allow the heightFactor to be negative.

Not sure what is best. Any opinions/ideas?

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@nicopap nicopap Mar 6, 2023

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I spent the two last days on the question lol. Given it's a height map, of course white should be top (when height is at high value, it should be tall etc.). This goes against Godot's implementation (my own, and I imagine most people's), but it's just a question of doing 1.0 - height in the shader, which I doubt would introduce an unacceptable overhead, especially given that parallax mapping algorithm oftentimes sample multiple times at different positions the height map per fragment.

The alternative would be to call it depth_map. I actually think this might be worth considering. Given that parallax mapping oftentimes (at least unity/unreal/godot) insets the depth, rather that "push out". However, this depends on the implementation. Hull-based parallax mapping algorithms do push out the fake geometry, and would warrant the name height_map.


This extension does _not_ require the geometry of the object this material is applied to to be modified.

```json
{
"materials":[
{
"extension": {
"KHR_material_parallax_mapping": {
"heightTexture": 0,
"heightFactor": 0.5,
}
}
}
]
}
```

### JSON Schema

- [parallaxMapping.schema.json](schema/parallaxMapping.schema.json)

## Known Implementations

Although no implementations of this extension are known, these techniques are used widely by the industry.

## Resources
* [Introduction](https://en.wikipedia.org/wiki/Parallax_mapping)
* [Discussion about different implementations](https://learnopengl.com/Advanced-Lighting/Parallax-Mapping)
* [GPU Gems 2 - Per-Pixel Displacement Mapping with Distance Functions](https://developer.nvidia.com/gpugems/gpugems2/part-i-geometric-complexity/chapter-8-pixel-displacement-mapping-distance-functions)
* [GPU Gems 3 - Relaxed Cone Stepping for Relief Mapping](https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping)
* [SIGGRAPH Asia 2021 - Tessellation-Free Displacement Mapping for Ray Tracing](https://perso.telecom-paristech.fr/boubek/papers/TFDM/)
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{
"$schema": "http://json-schema.org/draft-04/schema",
"title": "parallaxMapping",
"type": "object",
"description": "Reference to a heightmap for parallax mapping.",
"allOf": [ { "$ref": "glTFChildOfRootProperty.schema.json" } ],
"properties": {
"heightTexture": {
"allOf": [ { "$ref": "textureInfo.schema.json" } ],
"description": "A texture that describes the surface height.",
},
"heightFactor": {
"type": "number",
"description": "Used to scale the height map.",
"default": 1.0,
"minimum": 0.0,
"gltf_detailedDescription": "This parameter scales the heightmap. A smaller number makes the effect less noticable, a higher number more prominent."

},
"extensions": { },
"extras": { }
},
}