Analytic displacement mapping using hardware tessellation
Matthias Nießner, Charles Loop
In ACM Transactions on Graphics, 32(3), June 2013.
Abstract: Displacement mapping is ideal for modern GPUs since it enables high-frequency 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.
@article{Niessner:2013:ADM,
author = {Matthias Nießner and Charles Loop},
title = {Analytic displacement mapping using hardware tessellation},
journal = {ACM Transactions on Graphics},
volume = {32},
number = {3},
pages = {26:1--26:9},
month = jun,
year = {2013},
}
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