ABSTRACT
Displacement maps are used to enhance the final rendered animation at most high-end studios including Blizzard Entertainment. However, commonly available products (Mudbox, Zbrush) that are used to sculpt high resolution models and extract displacements from low resolution counterparts are not conducive for quick iterative workflow that artists normally demand. Here we will summarize the drawbacks in accommodating such commercial products in our pipeline. We then present our custom solution developed using open industry standard libraries like OpenSubDiv (Pixar), OptiX (NVIDIA) and Embree (Intel). We also highlight how we employed frequency analysis (Discrete Cosine Transform) to extract time efficient and memory optimal displacement samples, all of which has objectively improved overall productivity in our workflows involving displacement maps.
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