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Other renderers that require the modeling application to deliver objects pre-tessellated into arbitrary polygons or even triangles have defined the term displacement mapping as moving the vertices of these polygons. Often the displacement direction is also limited to the surface normal at the vertex.
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This difference between displacement mapping in micropolygon renderers vs. displacement mapping in a non-tessellating (macro)polygon renderers can often lead to confusion in conversations between people whose exposure to each technology or implementation is limited. Even more so, as in recent years,
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Recent developments seem to indicate that some of the renderers that use sub-pixel displacement move towards supporting higher level geometry too. As the vendors of these renderers are likely to keep using the term sub-pixel displacement, this will probably lead to more obfuscation of what
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Sub-pixel displacement commonly refers to finer re-tessellation of geometry that was already tessellated into polygons. This re-tessellation results in micropolygons or often microtriangles. The vertices of these then get moved along their normals to achieve the displacement mapping.
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many non-micropolygon renderers have added the ability to do displacement mapping of a quality similar to that which a micropolygon renderer is able to deliver naturally. To distinguish between the crude pre-tessellation-based displacement these renderers did before, the term
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do not alter pixel colors (as is much more common), but instead change the position of vertices. Unlike bump, normal and parallax mapping, all of which can be said to "fake" the behavior of displacement mapping, in this way a genuinely
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While conceptually similar, those polygons are usually a lot larger than micropolygons. The quality achieved from this approach is thus limited by the geometry's tessellation density a long time before the renderer gets access to it.
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True micropolygon renderers have always been able to do what sub-pixel-displacement achieved only recently, but at a higher quality and in arbitrary displacement directions.
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at arbitrarily high frequencies. The use of the term mapping becomes arguable then, as no texture map is involved anymore. Therefore, the broader term
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and silhouettes; on the other hand, it is the most costly of this class of techniques owing to the large amount of additional geometry.
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techniques (that increases the number of rendered polygons according to current viewing settings) to produce highly detailed meshes.
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being used to modulate the displacement strength. The displacement direction is usually the local surface normal. Today, many
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The first commercially available renderer to implement a micropolygon displacement mapping approach through REYES was
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is often used today to refer to a super concept that also includes displacement based on a texture map.
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to cause an effect where the actual geometric position of points over the textured surface are
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surface can be produced from a texture. It has to be used in conjunction with adaptive
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For years, displacement mapping was a peculiarity of high-end rendering systems like
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413:"Chapter 8. Per-Pixel Displacement Mapping with Distance Functions"
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Displacement mapping includes the term mapping which refers to a
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is an alternative computer graphics technique in contrast to
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Real-Time Relief
Mapping on Arbitrary Polygonal Surfaces
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Parallax
Occlusion Mapping in GLSL on sunandblackcat.com
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whose size matched the size of a pixel on the screen.
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State of the art of displacement mapping on the gpu
49:. Unsourced material may be challenged and removed.
383:Relief Mapping of Non-Height-Field Surface Details
239:which can create high quality (multidimensional)
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144:Displacement mapping with SVG filter effects
307:displacement mapping really stands for, in
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296:was introduced to describe this feature.
223:Meaning of the term in different contexts
215:of the surface in order to obtain enough
109:Learn how and when to remove this message
314:In reference to Microsoft's proprietary
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47:adding citations to reliable sources
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261:, or similar approaches based on
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34:needs additional citations for
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353:Blender Displacement Mapping
132:Displacement mapping in mesh
16:Computer graphics technique
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464:Texture mapping techniques
316:High Level Shader Language
358:Vray Displacement Mapping
274:PhotoRealistic RenderMan
197:PhotoRealistic RenderMan
363:Relief Texture Mapping
294:sub-pixel displacement
58:"Displacement mapping"
478:Displacement mapping
309:3D computer graphics
282:subdivision surfaces
254:Renderers using the
237:programmable shading
152:Displacement mapping
43:improve this article
549:Environment mapping
241:procedural textures
181:, often along the
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518:Occlusion mapping
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54:Find sources:
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32:This article
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539:Cube mapping
513:Bump mapping
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420:. Retrieved
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41:Please help
36:verification
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532:Environment
498:UVW mapping
320:texture map
229:texture map
493:UV mapping
422:2023-05-10
399:References
175:height map
169:, using a
69:newspapers
341:Heightmap
259:algorithm
233:renderers
179:displaced
99:June 2023
564:Category
335:See also
245:patterns
164:parallax
365:website
209:DirectX
203:, like
171:texture
167:mapping
83:scholar
235:allow
205:OpenGL
162:, and
160:normal
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471:Local
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378:paper
325:rough
280:- or
278:NURBS
270:Pixar
256:REYES
183:local
90:JSTOR
76:books
243:and
207:and
201:APIs
156:bump
62:news
272:'s
173:or
45:by
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