Abstract
Displacement mapping is ideal for modern GPUs since it enables highfrequency geometric surface detail on models with low memory I/O. However, problems such as texture seams, normal recomputation, and undersampling artifacts have limited its adoption. We provide a comprehensive solution to these problems by introducing a smooth analytic displacement function. Coefficients are stored in a GPU-friendly tile-based texture format, and a multiresolution mip hierarchy of this function is formed.We propose a novel level-of-detail scheme by computing per-vertex adaptive tessellation factors and select the appropriate prefiltered mip levels of the displacement function. Our method obviates the need for a precomputed normal map since normals are directly derived from the displacements. Thus, we are able to perform authoring and rendering simultaneously without typical displacement map extraction from a dense triangle mesh. This not only is more flexible than the traditional combination of discrete displacements and normal maps, but also provides faster runtime due to reduced memory I/O.
| Originalsprache | Englisch |
|---|---|
| Aufsatznummer | 26 |
| Fachzeitschrift | ACM Transactions on Graphics |
| Jahrgang | 32 |
| Ausgabenummer | 3 |
| DOIs | |
| Publikationsstatus | Veröffentlicht - Juni 2013 |
| Extern publiziert | Ja |
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