Multiresolution Rendering With Displacement Mapping (English)

In: Graphics Hardware   ;  55-66  ;  1999

How to get this document?

Download
Commercial Copyright fee: €14.50 Basic fee: €4.00 Total price: €18.50
Academic Copyright fee: €4.50 Basic fee: €2.00 Total price: €6.50

In this paper, we present for the first time an approach for hardware accelerated displacement mapping. The displaced surface is generated from a 2D displacement map by remeshing a coarse triangle mesh according to the screen projection of the surface The remeshing algorithm is implemented in hardware. Filtered access to the displacement map makes our approach competitive with available view dependent multiresolution techniques. The advantage of displacement mapping is the compact representation. A displacement mapped surface consumes together with all filter levels only a fraction of the storage space needed for a hardware compatible representation of an equivalent triangle mesh. A possible design of the displacement mapping rendering pipeline is proposed. Previously described hardware components are used as often as possible. Our approach can be smoothly integrated into all available graphics application programming interfaces. Most existing graphics applications can be extended to the new feature with marginal effort.

Table of contents conference proceedings

The tables of contents are generated automatically and are based on the data records of the individual contributions available in the index of the TIB portal. The display of the Tables of Contents may therefore be incomplete.

7
A Low-Cost Memory Architecture For PCI-Based Interactive Ray Casting
Doggett, Michael / Meißner, Michael / Kanust, Urs | 1999
15
Hybrid Volume and Polygon Rendering with Cube Hardware
Kreeger, Kevin / Kaufman, Arie | 1999
25
TRIANGLECASTER Extensions To 3BTexturing Units For Accelerated Volume Rendering
Knittel, Gunter | 1999
25
TriangleCaster - Extensions to 3D-Texturing Units For Accelerated Volume Rendering
Knittel, G. / SIGGRAPH / European Association for Computer Graphics | 1999
35
Fast Footprint MIPmapping
Huttner, T. / Strasser, W. / SIGGRAPH / European Association for Computer Graphics | 1999
35
Fast Footprint MlPmapping
Hüttner, Tobias / Straßer, Wolfgang | 1999
45
Antialiased Parameterized Solid Texturing Simplified for Consumer- Level Hardware Implementation
Hart, John C. / Carr, Nate / Karneya, Masaki / Tibbitts, Stephen A. / Coleman, Terrance J. | 1999
55
Multiresolution Rendering With Displacement Mapping
Gumhold, Stefan / Hüttner, Tobias | 1999
67
Optimal Depth Buffer for Low-Cost Graphics Hardware
Lapidous, Eugene / Jiao, Guofang | 1999
75
Adaptive Hierarchical Visibility in a Tiled Architecture
Xie, Feng / Shantz, Michael | 1999
85
Z3: An Economical Hardware Technique for High-Quality Antialiasing and Transparency
Jouppi, Norman P. / Chang, Chun-Fa | 1999
95
Parallel Texture Caching
lgehy, Homan / Eldridge, Matthew / Hanrahan, Pat | 1999
107
Load Balancing for Multi-Projector Rendering Systems
Samanta, Rudrajit / Zheng, Jiannan / Funkhouser, Thomas / Li, Kai / Singh, Jaswinder Pal | 1999
117
Texture Shaders
McCool, Michael D. / Heidrich, Wolfgang | 1999