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Curved Ray-Casting for Displacement Mapping in the GPU

机译:用于GPU中位移映射的弯曲光线投射

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To achieve interactive speed, displacement mapping in the GPU is typically implemented in two steps: vertex shading/rasterization of the base surface and pixel shading. Pixel shading applies the height map relative to the image plane of the base surface, casts view rays to the height field through each pixel, finds the intersection point with the height field, and computes the color of that point. Here, the ray-casting process involves significant errors; The spatial relationship between the ray and the base surface is not preserved between the ray and the image plane of the base surface. The errors result in incorrect silhouettes. To address this problem, we curve the ray so that the spatial relationship between the (linear) ray and the base surface is preserved between the curved ray and the image plane of the base surface. This method reduces intersection errors, producing more satisfactory silhouettes, self-occlusions and shadows.
机译:为了实现交互式速度,GPU中的位移映射通常以两个步骤实现:基础表面的顶点着色/栅格化和像素着色。像素着色应用相对于基础表面的图像平面的高度图,通过每个像素将视线投射到高度场,找到与高度场的交点,并计算该点的颜色。在此,光线投射过程涉及重大错误。光线与底面之间的空间关系未保留在光线与底面的像平面之间。错误导致轮廓不正确。为了解决这个问题,我们使射线弯曲,使得(线性)射线与底表面之间的空间关系被保留在弯曲射线与底表面的像平面之间。这种方法减少了相交误差,产生了更令人满意的轮廓,自遮挡和阴影。

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