Tessellation-Free Displacement Mapping for Ray Tracing

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  • Опубліковано 29 вер 2024
  • Project webpage: research.adobe...
    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.

КОМЕНТАРІ • 32

  • @heresmyusername4722
    @heresmyusername4722 2 роки тому +72

    What a time to be alive!

  • @Wartherang
    @Wartherang 2 роки тому +5

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

  • @SCrYteX
    @SCrYteX 2 роки тому +6

    Hold onto your papers

  • @turtlecraft7996
    @turtlecraft7996 2 роки тому +12

    Qui est ici à cause de Two Minutes Papers? ;)

  • @VinCarbone
    @VinCarbone 2 роки тому +11

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

  • @zlekdius6814
    @zlekdius6814 Рік тому

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

  • @DMWatchesYoutube
    @DMWatchesYoutube 2 роки тому +3

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

  • @TheSupriest
    @TheSupriest 2 роки тому +1

    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.

  • @MrBalty12
    @MrBalty12 2 роки тому +1

    have a like, comment, and subscription!

  • @Figster62
    @Figster62 2 роки тому +3

    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 +4

      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 +3

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

  • @Jianju69
    @Jianju69 2 роки тому +2

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

  • @Connor3G
    @Connor3G 2 роки тому +2

    Incredible stuff!

  • @AnityEx
    @AnityEx 2 роки тому

    God daym

  • @Msunucom
    @Msunucom Рік тому

    bradas namanje!

  • @HanWeBlame
    @HanWeBlame 2 роки тому

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

  • @stephenrohaim382
    @stephenrohaim382 2 роки тому

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

  • @octaviotastico
    @octaviotastico 2 роки тому

    I hope this becomes a standard

  • @hanyanglee9018
    @hanyanglee9018 2 роки тому

    yes, people have to know this!

  • @travisc8406
    @travisc8406 2 роки тому

    cool!

  • @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 +1

      yes, and blender beckons

  • @AnityEx
    @AnityEx 2 роки тому +1

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

    • @EnriquePage91
      @EnriquePage91 2 роки тому +1

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

  • @EnriquePage91
    @EnriquePage91 2 роки тому +7

    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.