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Theo Thonat
Приєднався 15 січ 2022
Tessellation-Free Displacement Mapping for Ray Tracing
Project webpage: research.adobe.com/publication/tessellation-free-displacement-mapping-for-ray-tracing/
Authors: Théo Thonat, François Beaune, Xin Sun, Nathan Carr, Tamy Boubekeur
Institution: Adobe Research
Abstract: Displacement mapping is a powerful mechanism for adding fine to medium geometric details over a 3D surface using a 2D map encoding them. While GPU rasterization supports it through the hardware tessellation unit, ray tracing surface meshes textured with high quality displacement requires a significant amount of memory. More precisely, the input surface needs to be pre-tessellated at the displacement map resolution before being enriched with its mandatory acceleration data structure. Consequently, designing displacement maps interactively while enjoying a full physically-based rendering is often impossible, as simply tiling multiple times the map quickly saturates the graphics memory. In this work we introduce a new tessellation-free displacement mapping approach for ray tracing. Our key insight is to decouple the displacement from its base domain by mapping a displacement-specific acceleration structures directly on the mesh. As a result, our method shows low memory footprint and fast high resolution displacement rendering, making interactive displacement editing possible.
Authors: Théo Thonat, François Beaune, Xin Sun, Nathan Carr, Tamy Boubekeur
Institution: Adobe Research
Abstract: Displacement mapping is a powerful mechanism for adding fine to medium geometric details over a 3D surface using a 2D map encoding them. While GPU rasterization supports it through the hardware tessellation unit, ray tracing surface meshes textured with high quality displacement requires a significant amount of memory. More precisely, the input surface needs to be pre-tessellated at the displacement map resolution before being enriched with its mandatory acceleration data structure. Consequently, designing displacement maps interactively while enjoying a full physically-based rendering is often impossible, as simply tiling multiple times the map quickly saturates the graphics memory. In this work we introduce a new tessellation-free displacement mapping approach for ray tracing. Our key insight is to decouple the displacement from its base domain by mapping a displacement-specific acceleration structures directly on the mesh. As a result, our method shows low memory footprint and fast high resolution displacement rendering, making interactive displacement editing possible.
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Відео
Tessellation-Free Displacement Mapping for Ray Tracing (short)
Переглядів 7 тис.2 роки тому
Project webpage: research.adobe.com/publication/tessellation-free-displacement-mapping-for-ray-tracing/ Authors: Théo Thonat, François Beaune, Xin Sun, Nathan Carr, Tamy Boubekeur Institution: Adobe Research Abstract: Displacement mapping is a powerful mechanism for adding fine to medium geometric details over a 3D surface using a 2D map encoding them. While GPU rasterization supports it throug...
This can beat nanite hon hon hon
bradas namanje!
Mipmap as acceleration structure is such an amazingly inspiring beautiful idea! Thank you for your work!
It's super amazing! 🤯 Bravo!!
If only we could get this in unreal engine
Vraiment génial! Du coup cette recherche appartient à Adobe? Une chance que ça soit implémenté dans les logiciels 3D rapidement? En tout cas bravo, la tesselation est un procédé tellement lourd, et le normal mapping est très limité.
I just hope this will be open for any developer to use, too bad adobe is doing this research
Wow. This is impressive. Especially the fact that it works with sharp edges (like the ridge of that roof) without causing artifacts. Two funny observations though: A: Some height maps are applied in the wrong direction (the roof tiles at 3:14, the chest plate at 3:23). Those things would look even more realistic if that was fixed. B: The auto-generated subtitles are in French. :P
I truly hope you share your knowledge with the world and NOT adobe, who already made my free software which is EXREMILY NECCESARY 70$ per month.
Cycles developers hear may prayers and let the new and renovated normal maps take place before our generation ends
🤣🤣🤣🤣 hey blender being open source might literally mean we’re better off - things move faster in this open source world 🌎 🙏🏼🤙🏼
God daym
Please add English subtitles.
mindblower! This is so pleasing to discover. Thank you :)
Congratulations of the amazing work! Looking forward to seeing what's next. <3
HOLY JESUS
awesome daebak
Outstanding, even in the 2020s there is still so much progress to be made in the field of applied mathematics.
It's amazing, Good Job!!!
Nice method! Thank you for your work!
is it possible to implimant this technique in unity shading language and create a shader with it that can support URP and HDRP ?
Here from Two Minute Papers, very cool work.
Ok so where and how can I use this?
how can this be applied into game development? will this be a successor to Nanite from UE5?
you guys doing the Lord's work!
I hope this becomes a standard
How amazing
The paper is open access... does that mean we can try deploying this in other applications?
yes, and blender beckons
This so makes me so happy that adobe bought substance.
Is Adobe going to use this in Substance Designer and Painter, Adobe Dimensions, or another application? This would make Dimensions a game-changing render machine.
I don’t know but I would honestly imagine the people at “Adobe” doing this work were probably mostly part of Allegorithmic’s staff, that is the company which originally created Substance Designer and Painter (hint number two, besides speculation, it is a French company just like the talker seems to be (at least it seems he is a French speaker)). So yeah. This was PROBABLY developed by the same geniuses behind the softwares that you speak of, and the tech was probably developed for those tools in particular. Adobe’s “core” people probably have no clue about these subjects (IMO) hence why they’ve been purchasing 3D companies lately (including the massive Allegorithmic).
@@EnriquePage91 Yes, actually there is a part of the clip where the sliders are being adjusted, that appears to be in Substance Designer.
Hold on to your papers!
Hope this to become a 3D rendering standard! It's too good to not deserve global utilization!
Stunning!!!
yes, people have to know this!
im curious as to how this technology is different from UE5's Nanite? seems super promising :D
kidding? well nanite is just real geometry...
this method is more of a rendering trick, and nanite is a smart type of Lod system with real geometry
Wow!
Great work
Hold onto your papers
We need a shader in Unity that performs this in realtime for up-close zooming.
This kind of displacement in real time game engine would be revolutionary!
But this is only possible when using ray-tracing...
cool!
this is awesome! sending love from two-minute papers!
Great work 😎
Au oui cocorico ! Sa à était développer en France 🙂 !
This is well above my paygrade but as an Avid gamer it makes me very excited still :)
This would be crazy if it gets implimented in dcc apps like 3ds max, maya..etc and game engines !! Thanks to Twominutes papers they made knowledge of you !!
Love it. Going to read the paper and try to fully understand this. Thank you!
Irritated to see Adobe's name on such good work, but I'm glad the money we spend is going somewhere worthwhile.
nice talk, straight to the point and full of relevant info. Hopefully we get to see it in action subbed now.
Amazing! Too bad Adobe is doing this research… I expect a creative cloud tessellated approach will be implemented for 30 dollars a month soon. JK… shade aside, the research and work done here is amazing. Can’t wait to read the paper and (hopefully 🤣) implement this in Unity one day! Forgive me for being an Adobe hater - I’ve payed too much and gotten too little over the years 😬
First thought I had was, where's the patent before even watching the video.
this is amazing, but _please_ put subtitles on this
je m'attendais pas à tomber sur un français en cliquant sur cette vidéo mais franchement, bien joué