Real-time rendering of trimmed surfaces
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
A method of generating stone wall patterns
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Fitting smooth surfaces to dense polygon meshes
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Towards real-time photorealistic rendering: challenges and solutions
HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Efficient bump mapping hardware
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
IMEM: an intelligent memory for bump- and reflection-mapping
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Jim Blinn's corner: a trip down the graphics pipeline
Jim Blinn's corner: a trip down the graphics pipeline
Multiresolution rendering with displacement mapping
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Displaced subdivision surfaces
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Summed-area tables for texture mapping
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Hardware support for adaptive subdivision surface rendering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Hardware accelerated displacement mapping for image based rendering
GRIN'01 No description on Graphics interface 2001
View-dependent displacement mapping
ACM SIGGRAPH 2003 Papers
Hardware accelerated per-pixel displacement mapping
GI '04 Proceedings of the 2004 Graphics Interface Conference
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
IEEE Computer Graphics and Applications
Dynamic parallax occlusion mapping with approximate soft shadows
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Practical parallax occlusion mapping with approximate soft shadows for detailed surface rendering
ACM SIGGRAPH 2006 Courses
Hardware support for adaptive tessellation of Bézier surfaces based on local tests
Journal of Systems Architecture: the EUROMICRO Journal
Curvature driven sampling of displacement maps
ACM SIGGRAPH 2002 conference abstracts and applications
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
A new architecture for efficient hybrid representation of terrains
Journal of Systems Architecture: the EUROMICRO Journal
Non-uniform fractional tessellation
Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Automatic pre-tessellation culling
ACM Transactions on Graphics (TOG)
Rendering surface details with diffusion curves
ACM SIGGRAPH Asia 2009 papers
View-dependent peel-away visualization for volumetric data
Proceedings of the 25th Spring Conference on Computer Graphics
Asynchronous parallel reliefboard computation for scene object approximation
EG PGV'10 Proceedings of the 10th Eurographics conference on Parallel Graphics and Visualization
Feature-Preserving Displacement Mapping With Graphics Processing Unit (GPU) Tessellation
Computer Graphics Forum
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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.