r/UnrealEngine5 • u/Capable_Chest2003 • 6h ago
This looks like POM, but is NOT!
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I have been working on a technique I call IHP (Implicit Heightfield Projection)...
The goal is similar to POM or FPOM which makes a completely flat surface look like it actually has the geometry described by a heightmap. But IHP gets there differently.
Traditional POM searches for the surface by stepping through sampled depth along the view ray. IHP doesn’t use that kind of depth layer search. It traverses the actual heightfield cells and solves the ray andd surface intersection inside the cell itself. That intersection then drives the UV correction and reconstructed surface normal from the same height data.
The practical difference has been pretty dramatic in my testing. Traditional POM starts falling apart quickly when you get close or hit difficult viewing angles. FPOM looks considerably better but still sensitive to how the surface is viewed.
With IHP I can push the camera extremely close to the surface and the relief keeps holding together. basically until the heightmap resolution itself becomes the limitation.
And the part I amm probably happiest about: in my tests, IHP is cheaper than both POM and FPOM because it doesnt need to repeatedly march and sample through depth to improve intersection accuracy. Once the ray reaches a heightfield cell IHP solves the intersection directly inside that cell. So quality is not bought by simply adding more and more ray-march steps.
No tessellation, no actual displaced geometry, and the underlying mesh is still completely flat.
Same general visual problem. Very different way of solving it.
I am genuinely curious how people here would classify something like this.