The commonly used solution for real-life 3D model representation is polygon
al spatially consistent geometry, with texture, and, optionally, bump or di
splacement maps attached. Although the idea of displacement mapping is well
known, there are just a few approaches to its efficient implementation. In
this paper we develop a technique that allows for efficient representation
and rendering of 3D models by getting a new angle on the displacement mapp
ing concept. We introduce a new primitive that is defined as the range imag
e of a small part of the model's surface; therefore, it is called a spatial
patch. The whole model is just a collection of patches with no connectivit
y information between them. Such a representation can be directly acquired
by 3D scanning machinery, and stored in a compact uniform form. It also all
ows for efficient visualization, which is the major focus of this paper. Th
us, we present the logical structure of a rendering unit based on conventio
nal z-buffering, and discuss the involved algorithms in detail. These algor
ithms benefit from modern features of computing units for which we believe
the proposed technique can be used in a wide range of applications dealing
with real-life 3D data.