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On 29 Feb 2000 08:24:35 -0500, Nieminen Juha wrote:
> Wouldn't displacement mapping require LOTS of triangles? And I mean _LOTS_.
> Just think that you want to apply a 640x480 displacement map to each side
>of a cube. If I have understood correctly, you will need at least 2 triangles
>per map pixel (like in a heightfield), which would make a total of at least
>640x480x2x8 = 4915200 triangles.
> Since this kind of triangle mesh can not (AFAIK) be optimized like a
>height field can be, it would take rather lot of memory.
>
> Perhaps I'm just exaggerating.
There are ways to make it less memory-intensive. One is to displacement-map
adaptively. This is particularly useful if you have information on the
footprint of the ray, but if you're not careful it can lead to cracking.
Another is to displacement-map on demand and cache the results, but
raytracing can be markedly less coherent than other rendering methods, so a
cache might not be as good a solution in a raytracer. There have been a
number of papers written on the subject.
--
These are my opinions. I do NOT speak for the POV-Team.
The superpatch: http://www2.fwi.com/~parkerr/superpatch/
My other stuff: http://www2.fwi.com/~parkerr/traces.html
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