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This work introduces projective displacement mapping for editing surfaces in ray tracing, suggesting improved quality and efficiency.
Displacement mapping is an important tool for modeling detailed geometric features. We explore the problem of authoring complex surfaces while ray tracing interactively. Current techniques for ray tracing displaced surfaces rely on acceleration structures that require dynamic rebuilding when edited. These techniques are typically used for massive static scenes or the compression of detailed source assets. Our interest lies in modeling and look development of artistic features with real‐time ray tracing. We introduce projective displacement mapping as a direct sampling method combined with a hardware BVH. Quality and performance are improved over existing methods with smoothed displaced normals, thin feature sampling, tight prism bounds and ray bi‐linear patch intersections.
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Rama Hoetzlein (2025) studied this question.
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