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Date/Time | Thumbnail | Dimensions | User | Comment | |
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current | 09:52, 31 August 2006 | 700 × 700 (414 KB) | MaxDZ8 | {{Information |Description=Steep parallax mapping (as proposed by McGuire, 2005) retains the illusion of depth at steep angles even with high-energy height fields. The associated cost of a much more computationally intensive shader far more advanced GPU r |
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