{"title":"使用硬件镶嵌的解析位移映射","authors":"M. Nießner, Charles T. Loop","doi":"10.1145/2487228.2487234","DOIUrl":null,"url":null,"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.","PeriodicalId":7121,"journal":{"name":"ACM Trans. Graph.","volume":"20 1","pages":"26:1-26:9"},"PeriodicalIF":0.0000,"publicationDate":"2013-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"50","resultStr":"{\"title\":\"Analytic displacement mapping using hardware tessellation\",\"authors\":\"M. Nießner, Charles T. Loop\",\"doi\":\"10.1145/2487228.2487234\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":7121,\"journal\":{\"name\":\"ACM Trans. Graph.\",\"volume\":\"20 1\",\"pages\":\"26:1-26:9\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2013-06-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"50\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ACM Trans. Graph.\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2487228.2487234\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM Trans. Graph.","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2487228.2487234","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Analytic displacement mapping using hardware tessellation
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.