Geometry caching for ray-tracing displacement maps
Proceedings of the eurographics workshop on Rendering techniques '96
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Simulation of wrinkled surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Hardware accelerated displacement mapping for image based rendering
GRIN'01 No description on Graphics interface 2001
Vectorized procedural models for natural terrain: Waves and islands in the sunset
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Dynamic parallax occlusion mapping with approximate soft shadows
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Pyramidal displacement mapping: a GPU based artifacts-free ray tracing through an image pyramid
Proceedings of the ACM symposium on Virtual reality software and technology
SIBGRAPI '07 Proceedings of the XX Brazilian Symposium on Computer Graphics and Image Processing
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This paper describes a new algorithm for geometric displacement mapping. Its key idea is that all occluded solutions for an eye ray lie in two-dimensional manifolds perpendicular to the underlying surface to which the height map is applied. The manifold depends only on the eye position and surface geometry, and not on the height field. A simple stepping algorithm, moving along the surface within a manifold renders a curve of pixels to the view plane, which reduces height map rendering to a set of one-dimensional computations that can be done in parallel. The curves on the view plane for two specific underlying manifolds, a plane and a sphere, are straight lines. In this paper we focus on the specific geometry of simple underlying surfaces for which the geometry is more intuitive and the sampling of the rendered image direct.