Displacement mapping is an alternative computer graphics technique in contrast to
bump
Bump or bumps may refer to:
Arts and entertainment
* Bump (dance), a dance from the 1970s disco era
* ''BUMP'' (comics), 2007-08 limited edition comic book series
Fictional characters
* Bobby Bumps, titular character of a series of American si ...
,
normal, and
parallax
Parallax is a displacement or difference in the apparent position of an object viewed along two different sightline, lines of sight and is measured by the angle or half-angle of inclination between those two lines. Due to perspective (graphica ...
mapping, using a
texture
Texture may refer to:
Science and technology
* Image texture, the spatial arrangement of color or intensities in an image
* Surface texture, the smoothness, roughness, or bumpiness of the surface of an object
* Texture (roads), road surface c ...
or
height map to cause an effect where the actual geometric position of points over the textured surface are ''displaced'', often along the
local
Local may refer to:
Geography and transportation
* Local (train), a train serving local traffic demand
* Local, Missouri, a community in the United States
Arts, entertainment, and media
* ''Local'' (comics), a limited series comic book by Bria ...
surface normal
In geometry, a normal is an object (e.g. a line, ray, or vector) that is perpendicular to a given object. For example, the normal line to a plane curve at a given point is the infinite straight line perpendicular to the tangent line to the ...
, according to the value the texture function evaluates to at each point on the surface.
It gives surfaces a sense of depth and detail, permitting in particular self-occlusion,
self-shadowing and silhouettes; on the other hand, it is the most costly of this class of techniques owing to the large amount of additional geometry.
For years, displacement mapping was a peculiarity of high-end rendering systems like
PhotoRealistic RenderMan, while realtime
APIs, like
OpenGL
OpenGL (Open Graphics Library) is a Language-independent specification, cross-language, cross-platform application programming interface (API) for rendering 2D computer graphics, 2D and 3D computer graphics, 3D vector graphics. The API is typic ...
and
DirectX
Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. Originally, the names of these APIs all began with "Direct" ...
, were only starting to use this feature. One of the reasons for this is that the original implementation of displacement mapping required an adaptive
tessellation
A tessellation or tiling is the covering of a surface, often a plane, using one or more geometric shapes, called ''tiles'', with no overlaps and no gaps. In mathematics, tessellation can be generalized to higher dimensions and a variety ...
of the surface in order to obtain enough
micropolygons whose size matched the size of a pixel on the screen.
Meaning of the term in different contexts
Displacement mapping includes the term mapping which refers to a
texture map being used to modulate the displacement strength. The displacement direction is usually the local surface normal. Today, many
renderers allow
programmable shading which can create high quality (multidimensional)
procedural texture
In computer graphics, a procedural texture is a Image texture, texture created using a mathematical description (i.e. an algorithm) rather than directly stored data. The advantage of this approach is low storage cost, unlimited texture resolution ...
s and
patterns
A pattern is a regularity in the world, in human-made design, or in abstract ideas. As such, the elements of a pattern repeat in a predictable manner. A geometric pattern is a kind of pattern formed of geometric shapes and typically repeated li ...
at arbitrarily high frequencies. The use of the term mapping becomes arguable then, as no texture map is involved anymore. Therefore, the broader term displacement is often used today to refer to a super concept that also includes displacement based on a texture map.
Renderers using the
REYES algorithm
In mathematics and computer science, an algorithm () is a finite sequence of Rigour#Mathematics, mathematically rigorous instructions, typically used to solve a class of specific Computational problem, problems or to perform a computation. Algo ...
, or similar approaches based on
micropolygons, have allowed displacement mapping at arbitrary high frequencies since they became available almost 20 years ago.
The first commercially available renderer to implement a micropolygon displacement mapping approach through REYES was
Pixar
Pixar (), doing business as Pixar Animation Studios, is an American animation studio based in Emeryville, California, known for its critically and commercially successful computer-animated feature films. Pixar is a subsidiary of Walt Disney ...
's
PhotoRealistic RenderMan. Micropolygon renderers commonly tessellate geometry themselves at a granularity suitable for the image being rendered. That is: the modeling application delivers high-level primitives to the renderer. Examples include true
NURBS
Non-uniform rational basis spline (NURBS) is a mathematical model using basis splines (B-splines) that is commonly used in computer graphics for representing curves and surfaces. It offers great flexibility and precision for handling both analy ...
- or
subdivision surfaces
In the field of 3D computer graphics, a subdivision surface (commonly shortened to SubD surface or Subsurf) is a curved surface represented by the specification of a coarser polygon mesh and produced by a recursive algorithmic method. The curve ...
. The renderer then tessellates this geometry into micropolygons at render time using view-based constraints derived from the image being rendered.
Other renderers that require the modeling application to deliver objects pre-tessellated into arbitrary polygons or even triangles have defined the term displacement mapping as moving the vertices of these polygons. Often the displacement direction is also limited to the surface normal at the vertex. While conceptually similar, those polygons are usually a lot larger than micropolygons. The quality achieved from this approach is thus limited by the geometry's tessellation density a long time before the renderer gets access to it.
This difference between displacement mapping in micropolygon renderers vs. displacement mapping in a non-tessellating (macro)polygon renderers can often lead to confusion in conversations between people whose exposure to each technology or implementation is limited. Even more so, as in recent years, many non-micropolygon renderers have added the ability to do displacement mapping of a quality similar to that which a micropolygon renderer is able to deliver naturally. To distinguish between the crude pre-tessellation-based displacement these renderers did before, the term sub-pixel displacement was introduced to describe this feature.
Sub-pixel displacement commonly refers to finer re-tessellation of geometry that was already tessellated into polygons. This re-tessellation results in micropolygons or often microtriangles. The vertices of these then get moved along their normals to achieve the displacement mapping.
True micropolygon renderers have always been able to do what sub-pixel-displacement achieved only recently, but at a higher quality and in arbitrary displacement directions.
Recent developments seem to indicate that some of the renderers that use sub-pixel displacement move towards supporting higher level geometry too. As the vendors of these renderers are likely to keep using the term sub-pixel displacement, this will probably lead to more obfuscation of what displacement mapping really stands for, in
3D computer graphics
3D computer graphics, sometimes called Computer-generated imagery, CGI, 3D-CGI or three-dimensional Computer-generated imagery, computer graphics, are graphics that use a three-dimensional representation of geometric data (often Cartesian coor ...
.
In reference to Microsoft's proprietary
High Level Shader Language, displacement mapping can be interpreted as a kind of "vertex-texture mapping" where the values of the
texture map do not alter pixel colors (as is much more common), but instead change the position of vertices. Unlike bump, normal and parallax mapping, all of which can be said to "fake" the behavior of displacement mapping, in this way a genuinely ''rough'' surface can be produced from a texture. It has to be used in conjunction with adaptive
tessellation
A tessellation or tiling is the covering of a surface, often a plane, using one or more geometric shapes, called ''tiles'', with no overlaps and no gaps. In mathematics, tessellation can be generalized to higher dimensions and a variety ...
techniques (that increases the number of rendered polygons according to current viewing settings) to produce highly detailed meshes.
See also
*
Heightmap
In computer graphics, a heightmap or heightfield is a raster image used mainly as Discrete Global Grid in secondary elevation modeling. Each pixel stores values, such as surface elevation data, for display in 3D computer graphics. A height ...
Further reading
Blender Displacement MappingVray Displacement Mappingwebsite
*
''Real-Time Relief Mapping on Arbitrary Polygonal Surfaces''paper
''Relief Mapping of Non-Height-Field Surface Details''paper
*
State of the art of displacement mapping on the gpu' paper
References
{{Texture mapping techniques
Texture mapping