Ptex and Vector Displacement in AMD Demos
Ptex: Radeon HD 7970
- no UV setup
-no seams
- per-patch resoultion control
-out of core performance advantages
-per-face textures + mips
-adjactory for filtering
Packed Ptex
-Pack in one texture
- includes all MIPs
- sort by resolution
Runtime Shader
- compute desired resolution using face UV
Preprocess
- sort primitives by resolution
Texture compression
- at least 2x2
Without seams
-preprocessing
- border value match
- corners match
-runtime
- constant tessellation
Problem
-GS or Tessellation for per-face UVs
-Some sorting restrict
-Anisotropic limit
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Conclusion
- save memory
- computation cheap
- most promising for seamless displacement
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