Adaptive view dependent tessellation of displacement maps

  • Authors:
  • Michael Doggett;Johannes Hirche

  • Affiliations:
  • WSI/GRIS, University of Tübingen, Germany;WSI/GRIS, University of Tübingen, Germany

  • Venue:
  • HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
  • Year:
  • 2000

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Abstract

Displacement Mapping is an effective technique for encoding the high levels of detail found in today's triangle based surface models. Extending the hardware rendering pipeline to be capable of handling displacement maps as geometric primitives, will allow highly detailed models to be constructed without requiring large numbers of triangles to be passed from the CPU to the graphics pipeline. We present a new approach based on recursive tessellation that adapts to the surface complexity described by the displacement map. We also ensure that the resolution of the displaced mesh is tessellated with respect to the current view point. Our tessellation scheme performs all tests only on triangle edges to avoid generating cracks on the displaced surface. The main decision for vertex insertion is based on two comparisons involving the average height surrounding the vertices and the normals at the vertices. Individually, the tests will fail to tessellate a mesh satisfactorily, but their combination achieves good results.We propose several additions to the typical hardware rendering pipeline in order to achieve displacement map rendering in hardware. The mesh tessellation is placed within the rendering pipeline so that we can take advantage of the pre-existing vertex transformation units to perform the setup calculations for our view dependent test. Our method adds only simple arithmetic and comparison operations to the graphics pipeline and makes use of existing units for calculations wherever possible.