TY - JOUR
T1 - Analytic displacement mapping using hardware tessellation
AU - Nießner, Matthias
AU - Loop, Charles
PY - 2013/6
Y1 - 2013/6
N2 - 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.
AB - 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.
KW - Catmull-Clark subdivision surfaces
KW - GPU
UR - http://www.scopus.com/inward/record.url?scp=84880099651&partnerID=8YFLogxK
U2 - 10.1145/2487228.2487234
DO - 10.1145/2487228.2487234
M3 - Article
AN - SCOPUS:84880099651
SN - 0730-0301
VL - 32
JO - ACM Transactions on Graphics
JF - ACM Transactions on Graphics
IS - 3
M1 - 26
ER -