位移贴图的自适应视图依赖镶嵌

M. Doggett, Johannes Hirche
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引用次数: 78

摘要

位移映射是一种有效的技术,用于编码高水平的细节,发现在今天的基于三角形的表面模型。扩展硬件渲染管道,使其能够将位移图处理为几何原语,这将允许构建高度详细的模型,而无需将大量三角形从CPU传递到图形管道。我们提出了一种基于递归镶嵌的新方法,该方法适应了由位移图描述的表面复杂性。我们还确保被置换网格的分辨率是相对于当前视点的镶嵌。我们的镶嵌方案只在三角形边缘上执行所有测试,以避免在置换表面上产生裂缝。顶点插入的主要决定是基于两个比较,包括顶点周围的平均高度和顶点的法线。单独地,测试将无法令人满意地镶嵌网格,但它们的组合可以获得良好的结果。为了在硬件中实现位移图的渲染,我们提出了几个对典型硬件渲染管道的补充。网格镶嵌被放置在渲染管道中,这样我们就可以利用已有的顶点转换单元来执行视图相关测试的设置计算。我们的方法只向图形管道中添加简单的算术和比较操作,并尽可能使用现有的计算单元。
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Adaptive view dependent tessellation of displacement maps
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.
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