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    November 10

    Displacement mapping简介

    Displacement mapping简介


    我很想把pillow做成像zbrush和mudbox那样的笔刷建模工具,因为这样的工具可以做出很逼真的细节。实现这个想法就要用到 displacement mapping。我习惯叫这个东西置换贴图,但是今天看到有人翻译成位移映射,似乎更准确。翻译一篇介绍,原文来自维基百科。
    位移映射是同凹凸贴图,法线贴图,切线贴图相区别的另一种制造凹凸细节的技术,它使用一个高度贴图制造出几何物体表面上点的位置被替换到另一位置的效果。这种效果通常是让点的位置沿面法线移动一个贴图中定义的距离。它使得贴图具备了表现细节和深度的能力,且可以同时允许自我遮盖,自我投影和呈现边缘轮廓。而另一方面,这种技术是同类技术中消耗性能最大的,因为它需要额外的增加大量几何信息。
    很多年来,位移映射是高端渲染器独有的功能,比如说 RenderMan,而那些实时的程序接口,比如说OpenGL和DirectX,则缺少对这个技术的支持。一个原因是,最初的实现方法需要对物体表面进行自适应细分来得到许多微小的面,这些面的尺寸投影到屏幕上刚好是一个像素的大小。
    现在图形硬件已经支持Shader Model 3.0了,位移映射可以通过一种向量贴图的方式来实现,这个向量贴图并不像普通贴图那样改变物体表面的颜色,而是改变物体表面点的位置。它不像凹凸贴图,法线和切线贴图,因为这些技术都是在制造凹凸效果的假象,而位移应设是真正通过贴图的方式制造出凹凸的表面。它必须要配合细分算法,增加渲染的多边形数目来制造出细节的效果。

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