Games & Xbox

    Water-Tight, Textured, Displaced Subdivision Surface Tessellation Using Direct3D 11

    Presentation from GameFest 2008
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      Water Tight Textured Displaced Subdivision Surface Tessellation Using Direct3D

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      37.5 MB

        In this talk, we discuss using the Direct3D 11 pipeline to tessellate displacement mapped subdivision surfaces. We cover motivation for use of tessellation in games. We also discuss various issues related to water-tight approximation of surfaces. Finally, we cover content creation issues, tools, and model quality.
    • Supported Operating System

      Windows Vista

        Powerpoint, WMA Audio
      • Powerpoint presentation and WMA audio

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