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  • Published 4 Oct 2025

Texel density displacement (Free tessellation)

Tessellation-Free Displacement Mapping for Ray Tracing

The idea is reduce memory of blender by using a new displacement methods for having a less memory usage and more interactivity in real time in viewport of Blender.

A current a promise solution is a method called "Texel displacement"

The pdf show and explain what we do, and the benefits of this methods

PDF --> perso.telecom-paristech . fr/boubek/papers/TFDM/TFDM_lowres.pdf

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Development Status: Open

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Donovane
4 Oct 2025

5 Comments

josiah1

I wish this were a priority after 5.3, it's insane appearently reduces memory used by up to 50x. youtube.com/watch

thorn

We presented a novel approach for efficiently ray-tracing displacement maps.

So, this approach would not work with Eevee.

Our current system does not guarantee a watertight solution and cracks may appear along 𝑢𝑣 chart boundaries. The generation of seam free 𝑢𝑣 maps is an orthogonal issue to our method and not unique to our approach. Some solutions exist, for example a pre-process can be applied to the height field to eliminate seams [Liu et al . 2017]. Unfortunately this approach does not work with tiling, or instanced use of the displacement map across multiple meshes.

Do you have a solution to this limitation? Sounds significant.

zuorion

More details:

Abstract

Displacement mapping is a powerful mechanism for adding fine to medium geometric details over a 3D surface using a 2D map encoding them. While GPU rasterization supports it through the hardware tessellation unit, ray tracing surface meshes textured with high quality displacement requires a significant amount of memory. More precisely, the input surface needs to be pre-tessellated at the displacement map resolution before being enriched with its mandatory acceleration data structure. Consequently, designing displacement maps interactively while enjoying a full physically-based rendering is often impossible, as simply tiling multiple times the map quickly saturates the graphics memory. In this work we introduce a new tessellation-free displacement mapping approach for ray tracing. Our key insight is to decouple the displacement from its base domain by mapping a displacement-specific acceleration structures directly on the mesh. As a result, our method shows low memory footprint and fast high resolution displacement rendering, making interactive displacement editing possible.


link: perso.telecom-paristech.fr/boubek/papers/TFDM/


btw Your post give me "this is a scam vibe" with that broken link :p.

Donovane Author

The link are separated because the rightclick won't validate my post :/ So this is the only solution to give the idea to the people !

zuorion

I thought so, thats why i posted it in comments.