Simulation of wrinkled surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
View-dependent displacement mapping
ACM SIGGRAPH 2003 Papers
Real-time relief mapping on arbitrary polygonal surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Dynamic parallax occlusion mapping with approximate soft shadows
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
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To achieve interactive speed, displacement mapping in the GPU is typically implemented in two steps: vertex shading/rasterization of the base surface and pixel shading. Pixel shading applies the height map relative to the image plane of the base surface, casts view rays to the height field through each pixel, finds the intersection point with the height field, and computes the color of that point. Here, the ray-casting process involves significant errors; The spatial relationship between the ray and the base surface is not preserved between the ray and the image plane of the base surface. The errors result in incorrect silhouettes. To address this problem, we curve the ray so that the spatial relationship between the (linear) ray and the base surface is preserved between the curved ray and the image plane of the base surface. This method reduces intersection errors, producing more satisfactory silhouettes, selfocclusions and shadows.