Lossless Compression and Rendering of Multiple Layer Displacement Map

다층 변위 맵의 비손실 압축과 렌더링

  • Published : 2009.12.20


Multiple layer displacement mapping methods are able to represent more complex and general geometries which cannot be presented by single layer displacement mapping methods, and provide a realistic scene to digital contents such as 3D games and movies with relatively low costs. However, as we use more layers for details, data space is wasted more because lower layers have less displacement data than higher layers. In this paper, we suggest a lossless compression and rendering method of a multiple layer displacement map. Since we compress the map without data loss, the proposed method provides the same quality as the rendering result that uses an original multiple layer displacement map.


  1. 오경수, 기현우, "이미지 피라미드를 이용한 변위 맵의 실시간 렌더링", 하계 한국게임학회 학술발표대회, pp. 209-215, 2006.
  2. Wang, L., Wang, X., Tong, X., Hu, S., Guo, B., and Shum, H.-Y., "View-dependent displacement mapping", Proceeding of SIGGRAPH 2003, pp.334-339, 2003.
  3. Lefebvre, S. and Hoppe, H., "Perfect spatial hashing". In ACM SIGGRAPH 2006. SIGGRAPH '06. ACM, New York, pp.579-588, 2006.
  4. Brawley, Z., and Tatarchuk, N., "Parallax Occlusion Mapping: Self-Shadowing, Perspective-Correct Bump Mapping Using Reverse Height Map Tracing", In ShaderX3: Advanced Rendering with DirectX and OpenGL, pp.135-154, 2004.
  5. Policarpo, F., Oliveira, M, M., and Comba, J., "Real-time relief mapping on arbitrary polygonal surfaces", In Proceeding of ACM Symposium on Interactive 3D Graphics and Games 2005, pp.155-162, 2005.
  6. Wang, X., Tong, X., Lin, S., Hu, S., Guo, B., and Shum, H.-Y., "Generalized displacement maps", In Eurographics Symposium on Rendering 2004, EUROGRAPHICS, Keller and Jensen, Eds., EUROGRAPHICS, pp.227-233, 2004.
  7. 전영재, 오경수, "이미지 피라미드 기반 다층 높이 맵을 사용한 변위 매핑 기법", 한국컴퓨터그래픽스학회논문지, 14권, 3호, pp.11-19, 2008.
  8. Porumbescu, S, D., Burge, B., Feng, L., Joy, K, I., "Shell maps", In Proceeding of ACM SIGGRAPH 2005, pp.626-633, 2005.
  9. Policarpo, F., and Oliveira, M, M., "Relief mapping of Non-height-field surface details", I3D '06: Proceedings of the 2006 symposium on Interactive 3D graphics and games, pp.55-62, 2006.
  10. Chen, Y., Tong. X., Wang, J., Lin, S., Guo, B., and Shum, H. Y., "Shell texture functions", ACM Transaction of Graphics - Proceedings of SIGGRAPH 2004, pp.343-352, 2004.