Applications of spatial data structures: Computer graphics, image processing, and GIS
Applications of spatial data structures: Computer graphics, image processing, and GIS
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
A voxel-based, forward projection algorithm for rendering surface and volumetric data
VIS '92 Proceedings of the 3rd conference on Visualization '92
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
Rendering geometry with relief textures
GI '06 Proceedings of Graphics Interface 2006
Maximum mipmaps for fast, accurate, and scalable dynamic height field rendering
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Geometric displacement on plane and sphere
GI '08 Proceedings of graphics interface 2008
Multi-layer pyramidal displacement mapping
VRCAI '08 Proceedings of The 7th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Fast visualization of complex 3D models using displacement mapping
Proceedings of Graphics Interface 2009
Multiple layer displacement mapping with lossless image compression
Edutainment'10 Proceedings of the Entertainment for education, and 5th international conference on E-learning and games
GPU-based ray casting of stacked out-of-core height fields
ISVC'11 Proceedings of the 7th international conference on Advances in visual computing - Volume Part I
Quad-Tree atlas ray casting: a GPU based framework for terrain visualization and its applications
Transactions on Edutainment VII
Accurate and efficient rendering of detail using directional distance maps
Proceedings of the Eighth Indian Conference on Computer Vision, Graphics and Image Processing
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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Displacement mapping enables us to details to polygonal meshes. We present a real-time artifacts-free inverse displacement mapping method using per-pixel ray tracing through an image pyramid on the GPU. In each pixel, we make a ray and trace the ray through a displacement map to find an intersection. To skip empty-regions safely, we use the quad-tree image pyramid of a displacement map in top-down order. For magnification we estimate an intersection between a ray and a bi-linearly interpolated displacement. For minification we perform a mipmap-like prefiltering to improve quality of result images and rendering performance. Results show that our method produces correct images even at steep grazing angles. Rendering speed of test scenes were over hundreds of frames per second and less influence to the resolution of the map. Our method is simple enough to add to existing virtual reality systems easily.