Next-Gen Rendering of Subdivision Surfaces – Tesselation



NVIDIA has published a detailed paper (actually around 80 slides!) on subdivision surface. Topics cover the motivation of subdivision (compression, continuous Level of Detail), the main algorithms (Catmull-Clark Subdivision, DirectX 11 Tessellation Pipeline, Gregory Patches and Triangles, Displacement Mapping, Instanced Tessellation) and tools (like NVIDIA Mesh Processing Tool). These last times, subdivision surfaces seems to be a popular topic and I hope to test it soon…

You can download the paper here: Siggraph 2008: Next-Generation Rendering of Subdivision Surfaces.

A demo of Instanced Tesselation in Direct3D is avalable here: Instanced Tessellation Demo – DirectX 10.





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