   Parallax Occlusion with Deferred Rendering
  Hi to all. I have a little problem with parallax occlusion in Deferred rendering.Once i found the parallax Displaced Coord, i suppose i must use these new uvs for diffuse map,specular map and normal map. Now i can't immagine how to compute Parallax Occlusion Shadowing.i have no information in the albedo,normal,depth pass about lights and all the samples in internet i found compute the Parallax Occlusion Shadowing passing the light vector the normal map and the parallax Displaced Coord.Any suggestions? Any examples?   
  I suppose i have to modify depth with haightmap value... is it right? and How?   ;Quote:Original post by Powerino73Hi to all. I have a little problem with parallax occlusion in Deferred rendering.Once i found the parallax Displaced Coord, i suppose i must use these new uvs for diffuse map,specular map and normal map. Now i can't immagine how to compute Parallax Occlusion Shadowing.i have no information in the albedo,normal,depth pass about lights and all the samples in internet i found compute the Parallax Occlusion Shadowing passing the light vector the normal map and the parallax Displaced Coord.Any suggestions? Any examples?The self-shadowing in parallax occlusion mapping has nothing to do with the lighting and shadowing pass of a deferred shader. In your POM shader, after determine the correct uv texture coord, you need to reverse the search and test if any height blocks the new position from a given light source (blocking => shadowed). This is the reason why all the example implementations take a light direction vector as parameter.This works only for one light, althought you could extend this reverse search to handle more than one light, but this would be a performance killer.An other solution would be to include a POM shader to creating your shadowmaps. I've never tested it, but it could be quite expensive for large shadowmaps and prone to artifacts.   