[Bf-funboard] Adaptive displacement mapping.

Chando bf-funboard@blender.org
Sun, 13 Jun 2004 11:06:43 -0400


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Hi,=20
I find it very the whole displacement mapping thing kind of akward. =
Instead of subdividing a mesh into billions of faces, I think could =
better be organized this way:
1) Apply the displacement map directly over you low poly mesh.
2) Then a routine will adaptively subdivide the mesh according to a =
"quality" parameter along the value gradients of the displacement map.
3) Finally displace the map.

In other words,  subdivide more heavily in areas where there are lots of =
heights differences, and do almost no subdivision where the height =
changes are non existing or almost negilable. This should leave you with =
a more managable poly count.

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<DIV><FONT face=3DArial size=3D2>Hi, </FONT></DIV>
<DIV><FONT face=3DArial size=3D2>I find it very the whole displacement =
mapping thing=20
kind of akward. Instead of subdividing a mesh into billions of faces, I =
think=20
could better be organized this way:</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>1) Apply the displacement map directly =
over you low=20
poly mesh.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>2) Then a routine will adaptively =
subdivide the=20
mesh according to a "quality" parameter along the value gradients of the =

displacement map.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>3) Finally displace the =
map.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>In other words,&nbsp; subdivide more =
heavily in=20
areas where there are lots of heights differences, and do almost no =
subdivision=20
where the height changes are non existing or almost negilable. This =
should leave=20
you with a more managable poly count.</FONT></DIV></BODY></HTML>

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