Geometric displacement on plane and sphere

This paper describes a new algorithm for geometric displacement mapping. Its key idea is that all occluded solutions for an eye ray lie in two-dimensional manifolds perpendicular to the underlying surface to which the height map is applied. The manifold depends only on the eye position and surface geometry, and not on the height field. A simple stepping algorithm, moving along the surface within a manifold renders a curve of pixels to the view plane, which reduces height map rendering to a set of one-dimensional computations that can be done in parallel. The curves on the view plane for two specific underlying manifolds, a plane and a sphere, are straight lines. In this paper we focus on the specific geometry of simple underlying surfaces for which the geometry is more intuitive and the sampling of the rendered image direct.

[1]  Hans-Peter Seidel,et al.  Hardware Accelerated Displacement Mapping for Image Based Rendering , 2001, Graphics Interface.

[2]  Kyoungsu Oh,et al.  Pyramidal displacement mapping: a GPU based artifacts-free ray tracing through an image pyramid , 2006, VRST '06.

[3]  Robert L. Cook,et al.  Shade trees , 1984, SIGGRAPH.

[4]  Ramesh Raskar,et al.  Image-based visual hulls , 2000, SIGGRAPH.

[5]  Bin Wang,et al.  Geometry Textures , 2007 .

[6]  John C. Hart,et al.  Sphere tracing: a geometric method for the antialiased ray tracing of implicit surfaces , 1996, The Visual Computer.

[7]  Manuel Menezes de Oliveira Neto,et al.  Relief texture mapping , 2000, SIGGRAPH.

[8]  V. I. Arnolʹd Bifurcation theory and catastrophe theory , 1994 .

[9]  James F. Blinn,et al.  Simulation of wrinkled surfaces , 1978, SIGGRAPH.

[10]  Nelson L. Max,et al.  Vectorized procedural models for natural terrain: Waves and islands in the sunset , 1981, SIGGRAPH '81.

[11]  Natalya Tatarchuk,et al.  Dynamic parallax occlusion mapping with approximate soft shadows , 2006, I3D '06.

[12]  Stephen Mann,et al.  Distortion minimization and continuity preservation in surface pasting , 2003, Graphics Interface.

[13]  Pat Hanrahan,et al.  Geometry Caching for Ray-Tracing Displacement Maps , 1996, Rendering Techniques.

[14]  Matthias M. Wloka,et al.  Per-Pixel Displacement Mapping with Distance Functions , 2005 .

[15]  Ming Wan,et al.  Ray tracing height fields , 2003, Proceedings Computer Graphics International 2003.

[16]  Yeong-Gil Shin,et al.  A Terrain Rendering Method Using Vertical Ray Coherence , 1997, Comput. Animat. Virtual Worlds.