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
-

Conclusion
 - save memory
 - computation cheap
 - most promising for seamless displacement


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