Theo Thonat
Theo Thonat
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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.
Переглядів: 4 997

Відео

Tessellation-Free Displacement Mapping for Ray Tracing (short)Tessellation-Free Displacement Mapping for Ray Tracing (short)
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...

КОМЕНТАРІ

  • @Hokunin
    @Hokunin 7 місяців тому

    This can beat nanite hon hon hon

  • @Msunucom
    @Msunucom Рік тому

    bradas namanje!

  • @zlekdius6814
    @zlekdius6814 2 роки тому

    Mipmap as acceleration structure is such an amazingly inspiring beautiful idea! Thank you for your work!

  • @vanfrausumderrick829
    @vanfrausumderrick829 2 роки тому

    It's super amazing! 🤯 Bravo!!

  • @DanielLiljar
    @DanielLiljar 2 роки тому

    If only we could get this in unreal engine

  • @TheSupriest
    @TheSupriest 2 роки тому

    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.

  • @HanWeBlame
    @HanWeBlame 2 роки тому

    I just hope this will be open for any developer to use, too bad adobe is doing this research

  • @Pystro
    @Pystro 2 роки тому

    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

  • @schonkigplavuis8850
    @schonkigplavuis8850 2 роки тому

    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.

  • @AnityEx
    @AnityEx 2 роки тому

    Cycles developers hear may prayers and let the new and renovated normal maps take place before our generation ends

    • @EnriquePage91
      @EnriquePage91 2 роки тому

      🤣🤣🤣🤣 hey blender being open source might literally mean we’re better off - things move faster in this open source world 🌎 🙏🏼🤙🏼

  • @AnityEx
    @AnityEx 2 роки тому

    God daym

  • @coder0xff
    @coder0xff 2 роки тому

    Please add English subtitles.

  • @iamgruff
    @iamgruff 2 роки тому

    mindblower! This is so pleasing to discover. Thank you :)

  • @StephenRayner
    @StephenRayner 2 роки тому

    Congratulations of the amazing work! Looking forward to seeing what's next. <3

  • @zergidrom4572
    @zergidrom4572 2 роки тому

    HOLY JESUS

  • @VandalFX
    @VandalFX 2 роки тому

    awesome daebak

  • @HiAdrian
    @HiAdrian 2 роки тому

    Outstanding, even in the 2020s there is still so much progress to be made in the field of applied mathematics.

  • @alexhealer7163
    @alexhealer7163 2 роки тому

    It's amazing, Good Job!!!

  • @WeslomPo
    @WeslomPo 2 роки тому

    Nice method! Thank you for your work!

  • @wilismatrix9847
    @wilismatrix9847 2 роки тому

    is it possible to implimant this technique in unity shading language and create a shader with it that can support URP and HDRP ?

  • @peterallely5417
    @peterallely5417 2 роки тому

    Here from Two Minute Papers, very cool work.

  • @dutelatte2154
    @dutelatte2154 2 роки тому

    Ok so where and how can I use this?

  • @koralite3953
    @koralite3953 2 роки тому

    how can this be applied into game development? will this be a successor to Nanite from UE5?

  • @koralite3953
    @koralite3953 2 роки тому

    you guys doing the Lord's work!

  • @octaviotastico
    @octaviotastico 2 роки тому

    I hope this becomes a standard

  • @octaviotastico
    @octaviotastico 2 роки тому

    How amazing

  • @VariantAEC
    @VariantAEC 2 роки тому

    The paper is open access... does that mean we can try deploying this in other applications?

    • @Wartherang
      @Wartherang 2 роки тому

      yes, and blender beckons

  • @nictanghe98
    @nictanghe98 2 роки тому

    This so makes me so happy that adobe bought substance.

  • @Figster62
    @Figster62 2 роки тому

    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.

    • @EnriquePage91
      @EnriquePage91 2 роки тому

      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).

    • @Figster62
      @Figster62 2 роки тому

      @@EnriquePage91 Yes, actually there is a part of the clip where the sliders are being adjusted, that appears to be in Substance Designer.

  • @zonesproductions
    @zonesproductions 2 роки тому

    Hold on to your papers!

  • @VinCarbone
    @VinCarbone 2 роки тому

    Hope this to become a 3D rendering standard! It's too good to not deserve global utilization!

  • @prototy
    @prototy 2 роки тому

    Stunning!!!

  • @hanyanglee9018
    @hanyanglee9018 2 роки тому

    yes, people have to know this!

  • @scarpusgaming
    @scarpusgaming 2 роки тому

    im curious as to how this technology is different from UE5's Nanite? seems super promising :D

    • @PrefoX
      @PrefoX 2 роки тому

      kidding? well nanite is just real geometry...

    • @DviousDingle
      @DviousDingle 2 роки тому

      this method is more of a rendering trick, and nanite is a smart type of Lod system with real geometry

  • @wellox8856
    @wellox8856 2 роки тому

    Wow!

  • @kairu_b
    @kairu_b 2 роки тому

    Great work

  • @SCrYteX
    @SCrYteX 2 роки тому

    Hold onto your papers

  • @beardordie5308
    @beardordie5308 2 роки тому

    We need a shader in Unity that performs this in realtime for up-close zooming.

    • @mrburns366
      @mrburns366 2 роки тому

      This kind of displacement in real time game engine would be revolutionary!

    • @0rdyin
      @0rdyin 2 роки тому

      But this is only possible when using ray-tracing...

  • @travisc8406
    @travisc8406 2 роки тому

    cool!

  • @travisc8406
    @travisc8406 2 роки тому

    this is awesome! sending love from two-minute papers!

  • @moxes8237
    @moxes8237 2 роки тому

    Great work 😎

  • @louis18071957
    @louis18071957 2 роки тому

    Au oui cocorico ! Sa à était développer en France 🙂 !

  • @stephenrohaim382
    @stephenrohaim382 2 роки тому

    This is well above my paygrade but as an Avid gamer it makes me very excited still :)

  • @wilismatrix9847
    @wilismatrix9847 2 роки тому

    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 !!

  • @Jianju69
    @Jianju69 2 роки тому

    Love it. Going to read the paper and try to fully understand this. Thank you!

  • @Wartherang
    @Wartherang 2 роки тому

    Irritated to see Adobe's name on such good work, but I'm glad the money we spend is going somewhere worthwhile.

  • @DMWatchesYoutube
    @DMWatchesYoutube 2 роки тому

    nice talk, straight to the point and full of relevant info. Hopefully we get to see it in action subbed now.

  • @EnriquePage91
    @EnriquePage91 2 роки тому

    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 😬

    • @SteinCodes
      @SteinCodes 2 роки тому

      First thought I had was, where's the patent before even watching the video.

  • @NICK....
    @NICK.... 2 роки тому

    this is amazing, but _please_ put subtitles on this

  • @nekopatis7836
    @nekopatis7836 2 роки тому

    je m'attendais pas à tomber sur un français en cliquant sur cette vidéo mais franchement, bien joué