多层锥体位移映射

Youngjae Chun, Kyoungsu Oh, Haedong Kim
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引用次数: 4

摘要

人们研究了许多用无顶点位移映射表示复杂曲面的方法。然而,单层位移图不能呈现更复杂的对象,因为它在每个位置上只有一个位移。在本文中,我们介绍了使用多层位移贴图来渲染更复杂物体的方法。纹理贴图的位移值按升序排列。一对有序位移组成一个几何块,我们使用这个属性。为了精确的射线搜索,我们存储奇数通道的最高值和偶数通道的最低值,以生成四叉树位移图。我们的光线搜索算法使用分层位移图找到观察光线和位移之间的精确交集。我们解决了以往方法在掠角上出现的混叠问题,并实时渲染了结果场景。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Multi-layer pyramidal displacement mapping
Many methods which represent complex surfaces using displacement map without many vertices have been researched. However, a single-layer displacement map cannot present more complex objects because it has only one displacement on every position. In this paper, we introduce the approach to render more complex objects using a multi-layer displacement map. Displacement values of the texture map are arranged by the ascending order. A pair of ordered displacement composes a geometry block and we use this property. For accurate ray search, we store the highest value for odd channels and the lowest value for even channels to generate a quad tree displacement map. Our ray search algorithm finds an accurate intersection between a viewing ray and a displacement using the hierarchical displacement map. We solve aliasing problems on grazing angles occurred in previous methods and render the result scene on real-time.
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