Reproduce “Projective Displacement Mapping for Ray Traced Editable Surfaces” on OpenResearch
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About this paper
Rama Carl Hoetzlein
Projective displacement mapping (PDM) lets artists edit fine detail under ray-traced reflections, refractions, and shadows. It samples displacement textures directly inside parallel-sided prisms around base triangles, avoiding a bottom-level acceleration structure while retaining a hardware BVH for the base mesh. In tested beauty-image comparisons, PDM rendered the Orb in 56.8 ms versus RMIP’s 329.1 ms, in tested models.
Key insights
- Eliminating dynamic rebuilding of bottom-level acceleration structures is critical for achieving interactive performance in ray-traced, editable displacement mapping scenarios.
- Constructing 'parallel offset prisms' allows for linear ray projection into texture space, significantly simplifying and accelerating the direct sampling of displacement maps.
- High visual quality, including smooth shading and watertightness, can be maintained on low-polygon base meshes through specific normal correction and direct intersection of prism boundaries as bilinear patches.
Summary by alphaXiv.
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