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  1. Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware (HWWS '00)
  2. Adaptive view dependent tessellation of displacement maps
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Algorithms for division free perspective correct rendering
Tiled polygon traversal using half-plane edge functions
Polygon rendering on a stream architecture
Hardware-accelerated free-form deformation
Towards hardware implementation of loop subdivision
Towards interactive bump mapping with anisotropic shift-variant BRDFs
Adaptive view dependent tessellation of displacement maps
Single-pass full-screen hardware accelerated antialiasing
Prefiltered antialiased lines using half-plane distance functions
Tracking graphics state for networked rendering
Hybrid sort-first and sort-last parallel rendering with a cluster of PCs
Interactive volume on standard PC graphics hardware using multi-textures and multi-stage rasterization
GI-cube: an architecture for volumetric global illumination and rendering
The RACE II engine for real-time volume rendering

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Adaptive view dependent tessellation of displacement maps

Content Provider ACM Digital Library
Author Doggett, Michael Hirche, Johannes
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.
Starting Page 59
Ending Page 66
Page Count 8
File Format PDF
ISBN 1581132573
DOI 10.1145/346876.348220
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2000-08-01
Publisher Place New York
Access Restriction Subscribed
Subject Keyword Graphics hardware Displacement mapping
Content Type Text
Resource Type Article
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