Tessellation-free displacement mapping for ray tracing

ACM Transactions on Graphics(2021)

引用 6|浏览25
暂无评分
摘要
AbstractDisplacement mapping is a powerful mechanism for adding fine to medium geometric details over a 3D surface using a 2D map encoding them. 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. More precisely, the input surface needs to be pre-tessellated at the displacement map resolution before being enriched with its mandatory acceleration data structure. 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. In this work we introduce a new tessellation-free displacement mapping approach for ray tracing. Our key insight is to decouple the displacement from its base domain by mapping a displacement-specific acceleration structures directly on the mesh. As a result, our method shows low memory footprint and fast high resolution displacement rendering, making interactive displacement editing possible.
更多
查看译文
关键词
Ray tracing, displacement mapping, affine arithmetic
AI 理解论文
溯源树
样例
生成溯源树,研究论文发展脉络