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Generating displacement from normal map for use in 3D games

Published: 07 August 2011 Publication History

Abstract

Tessellation is one of the main features of most recent Direct3D 11 API. It enables dicing of incoming geometry on the fly and gives developer control over newly created vertices. If displacement map is available, one can displace those vertices to create rich adaptively generated content in real-time. Until recently just a few games made use of displacement maps. Bump mapping with normal maps is used much wider. Weak point of bump mapping is lack of silhouettes, occlusion, and shadows, which reveals the coarseness of geometry. However, process of converting existing content to use displacement mapping is very long and expensive, and so few game developers risk significant budgets to perform such endeavor without guaranteed investment return. We propose a relatively inexpensive solution of automatic conversion of normal maps to displacement maps.

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session video (tk006_11.mp4)

References

[1]
James F. Blinn. Simulation of wrinkled surfaces. In Proceedings of SIGGRAPH 1978, pp. 286--292
[2]
Kaneko, T., et al, Detailed Shape Representation with Parallax Mapping. In Proceedings of ICAT 2001, pp. 205--208
[3]
Microsoft, Inc. 2011. Tessellation Overview, http://msdn.microsoft.com/en-us/library/ff476340(VS.85).aspx

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  • (2023)Towards Material Digitization with a Dual-scale Optical SystemACM Transactions on Graphics10.1145/359214742:4(1-13)Online publication date: 26-Jul-2023
  • (2023)∇-Prox: Differentiable Proximal Algorithm Modeling for Large-Scale OptimizationACM Transactions on Graphics10.1145/359214442:4(1-19)Online publication date: 26-Jul-2023
  • (2023)Sag-Free Initialization for Strand-Based Hybrid Hair SimulationACM Transactions on Graphics10.1145/359214342:4(1-14)Online publication date: 26-Jul-2023
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  1. Generating displacement from normal map for use in 3D games

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      cover image ACM Conferences
      SIGGRAPH '11: ACM SIGGRAPH 2011 Talks
      August 2011
      73 pages
      ISBN:9781450309745
      DOI:10.1145/2037826
      • Conference Chair:
      • Mark Elendt
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      New York, NY, United States

      Publication History

      Published: 07 August 2011

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      Cited By

      View all
      • (2023)Towards Material Digitization with a Dual-scale Optical SystemACM Transactions on Graphics10.1145/359214742:4(1-13)Online publication date: 26-Jul-2023
      • (2023)∇-Prox: Differentiable Proximal Algorithm Modeling for Large-Scale OptimizationACM Transactions on Graphics10.1145/359214442:4(1-19)Online publication date: 26-Jul-2023
      • (2023)Sag-Free Initialization for Strand-Based Hybrid Hair SimulationACM Transactions on Graphics10.1145/359214342:4(1-14)Online publication date: 26-Jul-2023
      • (2023)Scratch-based Reflection Art via Differentiable RenderingACM Transactions on Graphics10.1145/359214242:4(1-12)Online publication date: 26-Jul-2023
      • (2023)Neural Volumetric Reconstruction for Coherent Synthetic Aperture SonarACM Transactions on Graphics10.1145/359214142:4(1-20)Online publication date: 26-Jul-2023
      • (2023)Evolutionary Piecewise Developable ApproximationsACM Transactions on Graphics10.1145/359214042:4(1-14)Online publication date: 26-Jul-2023
      • (2017)Simplification of 3D Graphics for Mobile Devices3D Research10.1007/s13319-016-0111-x8:1(1-29)Online publication date: 1-Mar-2017
      • (2015)Interactive Generation of Realistic Facial Wrinkles from Sketchy DrawingsComputer Graphics Forum10.1111/cgf.1255134:2(179-191)Online publication date: 1-May-2015
      • (2015)Optimization Techniques for 3D Graphics Deployment on Mobile Devices3D Research10.1007/s13319-015-0040-06:1(1-27)Online publication date: 1-Mar-2015
      • (2013)3D Surface Reconstruction Using Polynomial Texture MappingProceedings, Part I, of the 9th International Symposium on Advances in Visual Computing - Volume 803310.1007/978-3-642-41914-0_35(353-362)Online publication date: 29-Jul-2013

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