Tessellation of Displaced Subdivision Surfaces in DX11

August 8, 2008 at 11:27 am (Presentations) (, )

NVIDIA posted Ignacio Castaño’s DX11 tessellation talk from GameFest. Though DX11 doesn’t seem to be as much of a forward leap as DX10 was, tessellation and compute shaders are certainly significant additions to the API.  Castaño discusses an implementation of Loop and Schaefer’s approximation to Catmull-Clark subdivision surfaces as described in “Approximating Catmull-Clark Subdivision Surfaces with Bicubic Patches“. He additionally describes using displacement mapping with vector displacements and discusses techniques for sampling the displacement map that ensure a watertight mesh.

Tessellation of Displaced Subdivision Surfaces in DX11

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