Tessellation-Free Displacement Mapping for Ray Tracing
Event Type
Technical Papers
Registration Categories
TimeFriday, December 1712:33pm - 12:44pm JST
LocationHall B5 (1) (5F, B Block) & Virtual Platform
DescriptionDisplacement mapping is a powerful tool for adding fine to medium geometric details over an existing surface. 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 possible to edit the displacement content interactively.