The demo program for this topic is still not in a presentable state.
It uses Example 5 - Parallax Mapping with GLSL and adds a vertex shader.
The results currently look like this Pinocchio face:
What you see is just a sphere (made of triangles) - all the details above and below the surface (with true visibility, even in the silhouette) are created from a texture in the vertex shader.
And on to Example 7 - Anisotropic Specular Highlights - an effect for hair and brushed metal.