Real-Time Rendering Techniques with Hardware Tessellation

@article{Niener2016RealTimeRT,
  title={Real-Time Rendering Techniques with Hardware Tessellation},
  author={Matthias Nie\ssner and Benjamin Keinert and Matthew Fisher and Marc Stamminger and Charles T. Loop and Henry Sch{\"a}fer},
  journal={Comput. Graph. Forum},
  year={2016},
  volume={35},
  pages={113-137}
}
Graphics hardware has been progressively optimized to render more triangles with increasingly flexible shading. For highly detailed geometry, interactive applications restricted themselves to performing transforms on fixed geometry, since they could not incur the cost required to generate and transfer smooth or displaced geometry to the GPU at render time. As a result of recent advances in graphics hardware, in particular the GPU tessellation unit, complex geometry can now be generated on-the… CONTINUE READING
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