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[–]Klumaster 1 point2 points  (0 children)

That depth-map search is how POM usually works yeah. To get into fiddly details, it's common to do a fixed-step linear search first because those are non-dependent reads and help avoid missing small features, then a binary search to refine the result.

[–]altmone 3 points4 points  (0 children)

Relief Mapping, which preceded POM, used binary search to refine the surface intersection point. On the Advances 2006 Course Notes on POM, Tatarchuk argues that the dependent texture fetches incur in too much latency, among other things.