   Displacement mapping
  Ok, I need some advices. I'm at the point of adding some kind of displacement mapping,here are my requirements:- Texture space is not that limited, but I want to avoid 3d textures.- Best if there's already tool support, if preproccessing is necessary. - It should work atleast for GF8XXX class hardware.- It should scale with newer hardware(i.e. better quality with increasing samples).- Easy to implement.I've discovered the following techniques so far:- RM(relief mapping): many artifacts- RDM(relief with distance function): needed 3d textures- POM(parallax occlusion mapping): many artifacts- CSM(cone step mapping): fast, needed preprocessing (tool: xnormal?)- RCSM(relaxed cone step mapping): even faster, needed preprocessing, no toolsupport found- QDM(quadtree displacement mapping): needed preprocessing(very fast), needed integer calculation, only fast on modern hardware(?)- PDM(pyramidal displacement mapping): similar to QDM, can't see the differences yet :-)I will use this in a deferred shader and I hope that I can adjust the depth (not the z-buffer!) of the pixel. Is displacement mapping still too expensive nowadways ? Does somebody have experiences with implementing displacement mapping ? Are there more techniques available ?Currently I tend to CSM or RCSM (if there's some kind of tool support). QDM sounds very promising, but the integer calculation support seems to be a problem.   