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.
hei, thanks for sharing it was very interesting to see that slide show, only crapy thing, nvide shuld have put them with audio comentary for stupid people like me:)
it was a bit too technical. would have been nice to see some more explanations, oh well, never the less, thanks.