Real-time relief mapping on arbitrary polygonal surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Relief mapping of non-height-field surface details
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
Multiple layer displacement mapping with lossless image compression
Edutainment'10 Proceedings of the Entertainment for education, and 5th international conference on E-learning and games
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Many methods which represent complex surfaces using displacement map without many vertices have been researched. However, a single-layer displacement map cannot present more complex objects because it has only one displacement on every position. In this paper, we introduce the approach to render more complex objects using a multi-layer displacement map. Displacement values of the texture map are arranged by the ascending order. A pair of ordered displacement composes a geometry block and we use this property. For accurate ray search, we store the highest value for odd channels and the lowest value for even channels to generate a quad tree displacement map. Our ray search algorithm finds an accurate intersection between a viewing ray and a displacement using the hierarchical displacement map. We solve aliasing problems on grazing angles occurred in previous methods and render the result scene on real-time.