Hardware Accelerated Per-Pixel Displacement Mapping

نویسندگان

  • Johannes Hirche
  • Alexander Ehlert
  • Michael C. Doggett
  • Stefan Guthe
چکیده

In this paper we present an algorithm capable of rendering a displacement mapped triangle mesh interactively on latest GPUs. The algorithm uses only pixel shaders and does not rely on adaptively adding geometry. All sampling of the displacement map takes place in the pixel shader and bior trilinear filtering can be applied to it, and at the same time as the calculations are done per pixel in the shader, the algorithm has automatic level of detail control. The triangles of the base mesh are extruded along the respective normal directions and then the resulting prisms are rendered by casting rays inside and intersecting them with the displaced surface. Two different implementations are discussed in detail.

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Protruded displacement mapping for image-based urban representation

This paper introduces a displacement mapping algorithm that represents protruded shapes on the surface of an object. Two verticalsurfaces that are perpendicular to the underlying surface are added along the boundary of the polygon surface in order to represent pixels overflowing acrossthe boundary of the polygon surface. The proposed approach can accurately represent the silhouettes of protrude...

متن کامل

Multisampled Antialiasing of Per-pixel Geometry

Many algorithms exist which generate per-pixel geometry by selectively discarding fragments generated for a simple bounding geometry. On the other hand, multisampling support has become ubiquitous and is almost free in current graphics hardware. In this paper we leverage the ability of setting a pixel’s coverage mask in the pixel shader to make seemingly inherently pixel-based per-pixel geometr...

متن کامل

Fast visualization of complex 3D models using displacement mapping

We present a simple method to render complex 3D models at interactive rates using real-time displacement mapping. We use an octree to decompose the 3D model into a set of height fields and display the model by rendering the height fields using per-pixel displacement mapping. By simply rendering the faces of the octree voxels to produce fragments for ray-casting on the GPU, and with straightforw...

متن کامل

Hardware-Accelerated Visualization of Time-Varying 2D and 3D Vector Fields by Texture Advection via Programmable Per-Pixel Operations

We present hardware-accelerated texture advection techniques to visualize the motion of particles in steady or time-varying vector fields given on Cartesian grids. We propose an implementation of 2D texture advection which exploits advanced and programmable texture fetch and per-pixel blending operations on an nVidia GeForce 3. For 3D vector field visualization, we present an algorithm for SGI’...

متن کامل

Per-Pixel Displacement Mapping and Distance Maps

Based on a standard software ray-tracer with soft shadowing and glossy reflection capabilities, I present a per-pixel displacement mapping algorithm. This algorithm modifies the intersection routine already used for shadows and reflections and so they are preserved. The algorithm relies on a distance map, which along with a normal map for lighting information, can be generated for each point in...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2004