Pyramidal Displacement Mapping: a GPU based Artifacts-Free
Ray Tracing through an Image Pyramid

pyramidal displacement mapping

This paper presents a real-time artifacts-free inverse displacement mapping method using per-pixel ray tracing through an image pyramid on the GPU. To skip empty regions safely as well as efficiently in ray tracing, we use the quad-tree image pyramid of a displacement map. Results show that our method produces correct images even at steep grazing angles or on sharp displacement maps.

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Selected Publication:
Pyramidal Displacement Mapping: a GPU based Artifacts-Free Ray Tracing through an Image Pyramid Kyoungsu Oh, Hyunwoo Ki, and Cheol-Hi Lee. "Pyramidal Displacement Mapping: a GPU based Artifacts-Free Ray Tracing through an Image Pyramid". In Proceedings of the ACM Symposium on Virtual Reality Software and Technology 2006, pp. 75-82.

BibTeX:
@inproceedings{OhK06PDM,
author = {Kyoungsu Oh and Hyunwoo Ki and Cheol-Hi Lee},
title = {Pyramidal Displacement Mapping: a GPU based Artifacts-Free Ray Tracing through an Image Pyramid},
booktitle = {VRST '06: Proceedings of the ACM symposium on Virtual reality software and technology},
year = {2006},
pages = {75--82}, }

Acknowledgement:
- Tsalakanidou et al. "Real-time Acquisition of Depth and Color Images using Structured Light and its Application to 3D Face Recognition". Real-Time Imaging 11, 5-6 (Oct. 2005), 358-369. (Face Image Courtesy)
- Policarpo et al. "Real-Time Relief Mapping on Arbitrary Polygonal Surfaces". In ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Proceedings, ACM Press, pp. 359-368. (Image and Source Code Courtesy)
- Korea Research Foundation Grant (KRF-2004-005-D00198)

Related Article:
Accurate Per-Pixel Displacement Mapping using a Pyramid Structure Hyunwoo Ki, and Kyoungsu Oh. "Accurate Per-Pixel Displacement Mapping using a Pyramid Structure". Aug. 2007.

Related Work (External):
- Michał Drobot. "Quadtree Displacement Mapping with Height Blending". GPU Pro - Advance Rendering Techniques and GDC Europe 2009. (It's very cool technique for Two Worlds II)
- László Szirmay-Kalos and Tamás Umenhoffer. "Displacement Mapping on the GPU — State of the Art". Computer Graphics Forum.
- Tevs et al. "Maximum Mipmaps for Fast, Accurate, and Scalable Dynamic Height Field Rendering". In Proceedings of ACM SIGGRAPH 2008 Symposium on Interactive 3D Graphics and Games.