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GRAPHICSINTERFACE
2004

Hardware Accelerated Per-Pixel Displacement Mapping

14 years 1 months ago
Hardware Accelerated Per-Pixel Displacement Mapping
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 filtering 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.
Johannes Hirche, Alexander Ehlert, Michael C. Dogg
Added 30 Oct 2010
Updated 30 Oct 2010
Type Conference
Year 2004
Where GRAPHICSINTERFACE
Authors Johannes Hirche, Alexander Ehlert, Michael C. Doggett, Stefan Guthe
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