Game Development Reference
In-Depth Information
(a)
(b)
(c)
(d)
(e)
Figure 2.3. (a) Resolution discrepency (b) Bilinear lookup into border from view of left
face. (c) Bilinear lookup into border from view of right face. (d) Changing the border
on the left face to resolve resolution discrepancy by downsampling. (e) The solution for
displacement when values must match exactly is to replicate at the lower resolution.
ther mitigated by the final lerp of trilinear filtering. In cases when we have used
packed Ptex with trilinear filtering we have not seen any problems yet; therefore
we have not pursued more sophisticated solutions.
The second cause for resolution discrepancy is capping to different resolu-
tions due to different maximum (mip level 0) resolutions. The problem of max
resolution discrepancy is mitigated by effectively clamping borders to the lower
resolution when padding (Figure 2.3).
2.4
Adding Displacement
Displacement mapping adds geometric detail to a coarser mesh. Each polygon of
the coarse mesh is tessellated further at runtime, and the vertices are displaced
according to values stored in a displacement texture map. Displacement mapping
provides a method of geometric LOD. The model can be rendered without the
displacement for the lowest poly model, and different tessellations can be applied
for higher quality models.
In classical displacement mapping, there is just a single scalar per texel. How-
ever, we have pursued vector displacement, which uses a 3D vector to specify
displacement. This technique is much more expressive, but at greater memory
cost on a per texel basis.
Authoring displacement maps in a conventional texture atlas without cracks
can be quite dicult. If a shirt, for example, is unwrapped onto a texture, the
edges where the charts meet on the model must match in value at every location.
This is why games typically only apply displacement maps to flat objects like
terrain, and why even Pixar's RenderMan, which is considered well engineered
for displacement mapping, still performs a messy procedural crack-fill step during
rendering [Apodaca and Gritz 99]. By contrast, you can export Ptex vector
displacement maps from Autodesk Mudbox, and apply them without the need
for manual fixup or runtime crack patching.
 
 
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