Multiresolution rendering with displacement mapping

S. Gumhold, Tobias Hüttner
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引用次数: 48

Abstract

In this paper, we present for the first time an approach for hardware accelerated displacement mapping. The displaced surface is generated from a 2D displacement map by remeshing a coarse triangle mesh according to the screen projection of the surface. The remeshing algorithm is implemented in hardware. Filtered access to the displacement map makes our approach competitive with available view dependent multiresolution techniques. The advantage of displacement mapping is the compact representation. A displacement mapped surface consumes together with all filter levels only a fraction of the storage space needed for a hardware compatible representation of an equivalent triangle mesh. A possible design of the displacement mapping rendering pipeline is proposed. Previously described hardware components are used as often as possible. Our approach can be smoothly integrated into all available graphics application programming interfaces. Most existing graphics applications can be extended to the new feature with marginal effort. CR Categories: I.3.1 [Computer Graphics]: Hardware Architecture—Raster display devices I.3.3 [Computer Graphics]: Picture/Image Generation—Bitmap and framebuffer operations, Display algorithms, Viewing algorithms I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling—Curve, surface, solid, and object representations I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Color, shading, shadowing, and texture
多分辨率渲染与位移映射
在本文中,我们首次提出了一种硬件加速位移映射方法。置换曲面是根据置换曲面的屏幕投影重新划分粗三角网格,从二维置换图中生成的。重网格算法在硬件上实现。对位移图的过滤访问使我们的方法与现有的依赖于视图的多分辨率技术相竞争。位移映射的优点是表示紧凑。位移映射表面与所有过滤器级别一起消耗的存储空间仅为等效三角形网格的硬件兼容表示所需的一小部分。提出了一种位移映射绘制流水线的设计方案。尽可能频繁地使用前面描述的硬件组件。我们的方法可以顺利地集成到所有可用的图形应用程序编程接口中。大多数现有的图形应用程序都可以轻松地扩展到新功能。CR分类:I.3.1[计算机图形学]:硬件架构-光栅显示设备I.3.3[计算机图形学]:图片/图像生成-位图和帧缓冲操作,显示算法,查看算法I.3.5[计算机图形学]:计算几何和对象建模-曲线,表面,实体和对象表示I.3.7[计算机图形学]:三维图形和现实主义-色彩,阴影,阴影和纹理
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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