Tessellation-free displacement mapping for ray tracing

Theo Thonat, Francois Beaune, Xin Sun, Nathan Carr, Tamy Boubekeur

Research output: Contribution to journalArticlepeer-review

Abstract

Displacement mapping is a powerful mechanism for adding fine to medium geometric details over a 3D surface using a 2D map encoding them. While GPU rasterization supports it through the hardware tessellation unit, ray tracing surface meshes textured with high quality displacement requires a significant amount of memory. More precisely, the input surface needs to be pre-tessellated at the displacement map resolution before being enriched with its mandatory acceleration data structure. Consequently, designing displacement maps interactively while enjoying a full physically-based rendering is often impossible, as simply tiling multiple times the map quickly saturates the graphics memory. In this work we introduce a new tessellation-free displacement mapping approach for ray tracing. Our key insight is to decouple the displacement from its base domain by mapping a displacement-specific acceleration structures directly on the mesh. As a result, our method shows low memory footprint and fast high resolution displacement rendering, making interactive displacement editing possible.

Original languageEnglish
Article number282
JournalACM Transactions on Graphics
Volume40
Issue number6
DOIs
Publication statusPublished - 10 Dec 2021
Externally publishedYes

Keywords

  • affine arithmetic
  • displacement mapping
  • ray tracing

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