Original Post
Relief mapping : Seen on opengl.org In fact it's "simply" some raytracing into an heightmap using the pixel shader. You can even raytrace self-shadows (and local reflections I guess). It look awesome, but considering the high amount of pixel shader instructions needed ( Compared to parralax mapping in example ) I don't know if it's yet usable in some game engine ( Even on GeForce 6800 ). Maybe the solution is to use this technique near the camera, and to use parralax or standard bump-mapping instead farther. The problem will be to smoothly transition between these LODs (especially between relief mapping and others)

