This paper presents a novel algorithm and architectures for perspective con
ect displacement of the surface geometry of a polygonal model using a disp
lacement map. This new displaced surface geometry is passed onto a traditio
nal rendering pipeline. The algorithm uses a multiple pass approach in whic
h the geometry is displaced in the first pass and then the displaced geomet
ry is rendered. The significant features of the algorithm are that the surf
ace is displaced after its triangle mesh is transformed into screen space a
nd that it uses only bi-linear interpolation for calculating the displaced
geometry allowing a cheap incremental scan-line implementation. A hardware
architecture based on this algorithm is presented along with possible alter
native implementations. The technique presented here allows greater photore
alism by using increased detail without an increase in bandwidth for geomet
ry or calculation time for transformation.