Projective Displacement Mapping for Ray Traced Editable Surfaces
Rama Carl Hoetzlein
TL;DR
Projective Displacement Mapping enables real-time ray-traced editing of displacement-mapped surfaces by substituting a direct sampling approach for traditional BLAS-based acceleration. The method builds parallel offset prisms on a low-poly base mesh and leverages a top-level hardware BVH (TLAS) to perform efficient ray tracing, avoiding dynamic bottom-level BVH rebuilds. A novel projective sampling loop, bilinear-prism interfaces, shading-normal correction $\mathbf{N}'_s$, and stochastic thin-feature sampling yield high-quality, watertight, and edge-continuous results with interactive editing, while maintaining a light memory footprint. The technique demonstrates substantial performance gains over BLAS-based approaches on a range of models and enables artist-driven look development workflows with ray-traced feedback, albeit with limitations for very large scenes or edits exceeding prescribed offset bounds.
Abstract
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 demonstrate projective displacement mapping, a direct sampling method without a bottom-level acceleration structure combined with a top-level hardware BVH. Quality and performance are improved over existing methods with smoothed displaced normals, thin feature sampling, tight prism bounds and ray-bilinear patch intersections. Our method is faster than comparable approaches for ray tracing, enabling real-time surface editing.
