Chapter 7. Adaptive Tessellation of Subdivision Surfaces with Displacement Mapping

Michael BunnellNVIDIA Corporation

In this chapter we describe how to perform view-dependent, adaptive tessellation of Catmull-Clark subdivision surfaces with optional displacement mapping. We use the GPU to do the tessellation calculations, which saves graphics bus bandwidth and is many times faster than using the CPU. The first part of this chapter explains how to tessellate subdivision surfaces to polygons for rendering high-quality curved surfaces without visible polygon artifacts. The second part of this chapter describes how to add displacement-mapping support for rendering highly detailed models that can be animated in real time.

This chapter takes a repeated ...

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