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Hardware Accelerated Per-Pixel Displacement Mapping

机译:硬件加速的每像素位移映射

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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.
机译:在本文中,我们提出了一种能够在最新的GPU上交互式渲染位移映射三角形网格的算法。该算法仅使用像素着色器,并且不依赖于自适应添加几何体。位移图的所有采样都在像素着色器中进行,并且可以对其应用双线性或三线性滤波,并且在对着色器中的每个像素进行计算的同时,该算法具有自动的细节控制级别。沿各自法线方向拉伸基础网格的三角形,然后通过在内部投射光线并将其与位移的曲面相交来渲染所得的棱镜。详细讨论了两种不同的实现。

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