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Analytic displacement mapping using hardware tessellation

Published:04 July 2013Publication History
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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.

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            cover image ACM Transactions on Graphics
            ACM Transactions on Graphics  Volume 32, Issue 3
            June 2013
            129 pages
            ISSN:0730-0301
            EISSN:1557-7368
            DOI:10.1145/2487228
            Issue’s Table of Contents

            Copyright © 2013 ACM

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            Publication History

            • Published: 4 July 2013
            • Accepted: 1 February 2013
            • Revised: 1 January 2013
            • Received: 1 September 2012
            Published in tog Volume 32, Issue 3

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