A polygonal approximation to direct scalar volume rendering
VVS '90 Proceedings of the 1990 workshop on Volume visualization
Geometry caching for ray-tracing displacement maps
Proceedings of the eurographics workshop on Rendering techniques '96
Multiresolution rendering with displacement mapping
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Adaptive view dependent tessellation of displacement maps
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Hardware-based view-independent cell projection
VVS '02 Proceedings of the 2002 IEEE symposium on Volume visualization and graphics
Hardware accelerated displacement mapping for image based rendering
GRIN'01 No description on Graphics interface 2001
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
View-dependent displacement mapping
ACM SIGGRAPH 2003 Papers
Curvature driven sampling of displacement maps
ACM SIGGRAPH 2002 conference abstracts and applications
Real-time relief mapping on arbitrary polygonal surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Real-time high-quality View-Dependent Texture Mapping using per-pixel visibility
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Dynamic parallax occlusion mapping with approximate soft shadows
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2006 Papers
Rendering geometry with relief textures
GI '06 Proceedings of Graphics Interface 2006
Interactive landscape visualization using GPU ray casting
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Real-time shell space rendering of volumetric geometry
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Practical parallax occlusion mapping with approximate soft shadows for detailed surface rendering
ACM SIGGRAPH 2006 Courses
A GPU based interactive modeling approach to designing fine level features
GI '07 Proceedings of Graphics Interface 2007
Rendering 3D volumes using per-pixel displacement mapping
Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
Programmable shaders for deformation rendering
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
ACM SIGGRAPH 2009 Courses
Extrusion and revolution mapping
ACM Transactions on Graphics (TOG)
A system for real-time deformable terrain
Proceedings of the South African Institute of Computer Scientists and Information Technologists Conference on Knowledge, Innovation and Leadership in a Diverse, Multidisciplinary Environment
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Interactive smooth and curved shell mapping
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
EGVE'05 Proceedings of the 11th Eurographics conference on Virtual Environments
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In this paper we present an algorithm capable of rendering a displacement mapped triangle mesh interactively on latest GPUs. The algorithm uses only pixel shaders and does not rely on adaptively adding geometry. All sampling of the displacement map takes place in the pixel shader and bi- or trilinear ltering can be applied to it, and at the same time as the calculations are done per pixel in the shader, the algorithm has automatic level of detail control. The triangles of the base mesh are extruded along the respective normal directions and then the resulting prisms are rendered by casting rays inside and intersecting them with the displaced surface. Two different implementations are discussed in detail.