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The idea (in 2D)

The idea (in 2D). Original normal. New normal. Change surface position (along original normal direction) by texel value. Geometry positions that corresponds to integer texel positions. Actual (integer) texel positions that can be read from file.

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The idea (in 2D)

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  1. The idea (in 2D) Original normal New normal Change surface position (along original normal direction) by texel value Geometry positions that corresponds to integer texel positions Actual (integer) texel positions that can be read from file texture index position from visible position (float)

  2. The idea (in 3D) New normal 6. Use displaced heights to re-compute surface normal Original normal 1. texture index position from visible position (float) 5. Use interpolated value as height displacement 4. Linearly interpolated from actual texel read out 2. The four bounding integer texel positions that file texture can provide values Interpolate 3. Compute geometry positions that corresponds to these texel indices

  3. The Spaces 1. Computed visible point (Word space) 7. Transform from UV space to world space for the 4 texel positions, and use interpolated (next slide) texture results! 2. Transform to UV space 6. Transform these texel positions back to UV space 3. Transform to texel position the corresponds exactly to the visible point (float) UV space (u0,v1) Index=(u,v1) 4. bounding texel positions that can be read from file (u1,v1) Index=(u,v) (u0,v0) Index=(u1,v) Index=(u,v0) (u1,v0) 5. Compute UV vertex along integer UV-grid (u0, u1, v0, v1) grid

  4. The Interpolated Texture Texel position that corresponds exactly to the visible point (float): (u,v) 1-dv du=u-u0 dv=v-v0 1-du

  5. The Geometry New normal

  6. The Algebra Let Let

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