Graphics Reference
In-Depth Information
skinning calculations to be done at a lower detail level, but it still introduces high detail
back in after skinning. Using the tessellation stages lets us ramp up the detail according to
whatever metric we choose, which also provides a simple way to scale performance ac-
cording to the hardware currently being used. Using a displacement map lets us obtain our
additional geometric complexity relatively quickly with a single texture sample, and it also
requires a relatively small amount of memory in comparison to an equivalent number of
vertices. Finally, using a displacement map also allows for very simple use of LOD tech-
niques to restrict the detail level returned by the sampled displacement map.
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