Graphics Reference
In-Depth Information
See also
F For more information about calculating watertight positions, normals, and UV
coordinates, refer to Efficient substitutes for subdivision surfaces in feature-quality
games Tianyun Ni, ACM SIGGRAPH ASIA 2010 Courses
F Refer to the Optimizing tessellation based on displacement decal (displacement
adaptive tessellation) recipe in Chapter 6 , Adding Surface Detail with Normal and
Displacement Mapping
F Refer to Adaptive Tessellation of Bezier Surfaces Based on Displacement Maps by
Espino, F. J., et al. in WSCG (Short Papers). 2005. available at: http://ac.usc.
es/system/files/gac2005-c01.pdf.gz
F Refer to Feature Adaptive Rendering of Loop Subdivision Surfaces on GPU at:
http://www.cad.zju.edu.cn/home/jqfeng/papers/TR_FAGRL.pdf
 
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