Analytic displacement mapping using hardware tessellation

M. Nießner, Charles T. Loop
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引用次数: 50

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.
使用硬件镶嵌的解析位移映射
位移映射是现代gpu的理想选择,因为它可以在低内存I/O的模型上实现高频几何表面细节。然而,诸如纹理接缝、正常重计算和欠采样等问题限制了它的采用。我们通过引入光滑解析位移函数,对这些问题提供了一个全面的解决方案。系数存储在gpu友好的基于tile的纹理格式中,并形成了该函数的多分辨率mip层次结构。我们提出了一种新的细节水平方案,通过计算每个顶点的自适应镶嵌因子,并选择合适的位移函数的预滤波mip水平。我们的方法避免了预先计算法线映射的需要,因为法线是直接从位移导出的。因此,我们能够同时进行创作和渲染,而无需从密集的三角形网格中提取典型的位移图。这不仅比传统的离散位移和法线映射的组合更灵活,而且由于减少了内存I/O,还提供了更快的运行时间。
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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