Lionel Baboud, Elmar Eisemann, and Hans-Peter Seidel.As a result, our method shows low memory footprint and fast high resolution displacement rendering, making interactive displacement editing possible. ![]() Our key insight is to decouple the displacement from its base domain by mapping a displacement-specific acceleration structures directly on the mesh. In this work we introduce a new tessellation-free displacement mapping approach for ray tracing. Consequently, designing displacement maps interactively while enjoying a full physically-based rendering is often impossible, as simply tiling multiple times the map quickly saturates the graphics memory. ![]() More precisely, the input surface needs to be pre-tessellated at the displacement map resolution before being enriched with its mandatory acceleration data structure. While GPU rasterization supports it through the hardware tessellation unit, ray tracing surface meshes textured with high quality displacement requires a significant amount of memory. Displacement mapping is a powerful mechanism for adding fine to medium geometric details over a 3D surface using a 2D map encoding them.
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