Parallax mapping described by Kaneko is a single step process that does not account for occlusion.
It supports many features of modern GPUs such as pixel and vertex shaders, HDR, bloom and parallax mapping.
Though the game engine remained unchanged, graphical enhancements such as fullscreen shader system and parallax mapping added greater detail and realism.
Material attributes can be used to produce effects such as normal mapping, parallax mapping, horizon mapping, and bumpy reflections or refractions.
The graphics in " Chaos Theory " feature a number of improvements, including the addition of normal mapping, HDR lighting, and parallax mapping.
In previously leading realtime techniques such as parallax mapping and bump mapping, surface details could be simulated at the pixel level, but silhouette edge detail was fundamentally limited by the quality of the original dataset.
Unlike bump, normal and parallax mapping, all of which can be said to " fake " the behavior of displacement mapping, in this way a genuinely " rough " surface can be produced from a texture.
Graphically, " F . E . A . R . " uses normal mapping and parallax mapping to give textures a more realistic appearance; the latter is used to give the appearance of depth to flat bullet hole sprites on walls.
Parallax mapping is implemented by displacing the texture coordinates at a point on the rendered polygon by a function of the view angle in tangent space ( the angle relative to the surface normal ) and the value of the height map at that point.