True Imposterstakes advantage of
the latest graphics hardware to achieve accurate geometric
representation updated every frame for any arbitrary viewing angle. It
builds off of Relief Mapping of Non-Height Field Surfaces [Policarpo
2006] and continues past the goals of traditional per-pixel displacement
mapping techniques which are to add visually accurate sub-surface
features to any arbitrary surface by generating whole 3D objects on a
billboard. True Imposters distinguishes itself from previous per-pixel
displacement mapped imposter methods by offering no viewing
restrictions, animation and performance optimizations.
Images
Microsoft DirectX 9 and HLSL were used to implement True Imposters on a GeForce 6800 AGP graphics card.
Here we see six different orientations of our dog imposter, each
using only one quad (two polygons) and one main height map texture, two
normal maps and a single texture for color information.
The previous five images show Jupiter's ring being rendered with
150,000 individual fully three dimensional asteroids with per pixel
level of detail. The above images run 30-40 fps on a Geforce 7800 GT.