View-dependent displacement mapping
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2004 Papers
Real-time relief mapping on arbitrary polygonal surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2005 Papers
Relief mapping of non-height-field surface details
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2006 Papers
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
Multi-layer pyramidal displacement mapping
VRCAI '08 Proceedings of The 7th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Hi-index | 0.00 |
We introduce a lossless compression and rendering technique for a multiple layer displacement map. Compressed data are handled in GPU for real-time rendering. A multiple layer displacement map is useful in representing general objects which cannot be represented by a single layer displacement map. Multiple layer displacement mapping methods can provide realistic objects in digital content such as 3D games and films for relatively low costs. For this, we have to use many layers to represent high quality object details. However, in a multiple layer displacement map, the first layer has the most data and the lower layers have less data. Therefore, lower layers waste data space, because the same space is allocated for every layer. We only store data used for rendering and make an address map to refer to the stored data. We also compress additional information such as normal vectors and diffuse colors. The main advantage is that all the compressed data share just one address map, and compression efficiency will improve when we use more layers. Since we compress the maps without any data loss, the proposed technique provides the same quality as rendering with the original maps.