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Adaptive view dependent tessellation of displacement maps
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Source SIGGRAPH/EUROGRAPHICS Conference On Graphics Hardware archive
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware table of contents
Interlaken, Switzerland
Pages: 59 - 66  
Year of Publication: 2000
ISBN:1-58113-257-3
Authors
Michael Doggett  WSI/GRIS, University of Tübingen, Germany
Johannes Hirche  WSI/GRIS, University of Tübingen, Germany
Sponsors
Eurographics :
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 19,   Downloads (12 Months): 69,   Citation Count: 15
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ABSTRACT

Displacement Mapping is an effective technique for encoding the high levels of detail found in today's triangle based surface models. Extending the hardware rendering pipeline to be capable of handling displacement maps as geometric primitives, will allow highly detailed models to be constructed without requiring large numbers of triangles to be passed from the CPU to the graphics pipeline. We present a new approach based on recursive tessellation that adapts to the surface complexity described by the displacement map. We also ensure that the resolution of the displaced mesh is tessellated with respect to the current view point. Our tessellation scheme performs all tests only on triangle edges to avoid generating cracks on the displaced surface. The main decision for vertex insertion is based on two comparisons involving the average height surrounding the vertices and the normals at the vertices. Individually, the tests will fail to tessellate a mesh satisfactorily, but their combination achieves good results. We propose several additions to the typical hardware rendering pipeline in order to achieve displacement map rendering in hardware. The mesh tessellation is placed within the rendering pipeline so that we can take advantage of the pre-existing vertex transformation units to perform the setup calculations for our view dependent test. Our method adds only simple arithmetic and comparison operations to the graphics pipeline and makes use of existing units for calculations wherever possible.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Michael Doggett and Anders Kugler. A Hardware Architecture for Displacement Mapping using Scan Conversion. Technical Report WSI-99-12, Wilhelm-Schickard-Institut fur Informatik, University of Tubingen, Germany, 1999.
 
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I. Ernst, D. Jackel, H. Russeler, and O. Wittig. Hardwaresupported bump mapping. Computers and Graphics, 20(4):515-521, 1996.
 
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Michael Garland and Paul S. Heckbert. Fast polygonal approximation of terrains and height fields. Technical Report CMU-CS-95-181, Carnegie Mellon University, 1995.
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Mark J. Kilgard. A Practical and Robust Bump-Mapping Technique for Today's GPUs. Technical report, NVIDIA Corporation, www.nvidia.com, February 2000.
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Mason Woo, Jackie Neider, and Tom Davis. OpenGL Programming Guide. Addison Wesley, 1997.

CITED BY  15

Collaborative Colleagues:
Michael Doggett: colleagues
Johannes Hirche: colleagues