{"title":"多层锥体位移映射","authors":"Youngjae Chun, Kyoungsu Oh, Haedong Kim","doi":"10.1145/1477862.1477912","DOIUrl":null,"url":null,"abstract":"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.","PeriodicalId":182702,"journal":{"name":"Proceedings of The 7th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry","volume":"121 4 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2008-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"Multi-layer pyramidal displacement mapping\",\"authors\":\"Youngjae Chun, Kyoungsu Oh, Haedong Kim\",\"doi\":\"10.1145/1477862.1477912\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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.\",\"PeriodicalId\":182702,\"journal\":{\"name\":\"Proceedings of The 7th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry\",\"volume\":\"121 4 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2008-12-08\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of The 7th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/1477862.1477912\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of The 7th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1477862.1477912","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.