Presentation from GameFest 2008
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Version:
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Date Published:
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1.0
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8/27/2008
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File name:
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File size:
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Water Tight Textured Displaced Subdivision Surface Tessellation Using Direct3D 11.zip
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37.5 MB
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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.
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Supported Operating System
Windows Vista
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Powerpoint presentation and WMA audio
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