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Time and Memory Efficient Displacement Map Extraction

Published:06 August 2021Publication History

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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  • Published in

    cover image ACM Conferences
    SIGGRAPH '21: ACM SIGGRAPH 2021 Talks
    July 2021
    116 pages
    ISBN:9781450383738
    DOI:10.1145/3450623

    Copyright © 2021 Owner/Author

    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    • Published: 6 August 2021

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    • Refereed limited

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    Overall Acceptance Rate1,822of8,601submissions,21%

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    SIGGRAPH '24
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