Abstract
Tessellation shaders, available from the latest graphics processing units (GPUs), are increasingly important in high-fidelity real-time rendering. The tessellation shaders allow us to subdivide a coarse input patch to tiny primitives with subdivision schemes such as Loop subdivision [Loop 1987], Catmull-Clark subdivision [Catmull and Clark 1978], and Phong tessellation [Boubekeur and Alexa 2008]. The tessellated geometries represent smoother surfaces, but also their details can be enhanced with displacement mapping for on-the-fly surface elevation. Each output vertex is relocated based on the height information, which refines the geometric details such as peaks, craters, terrain, and wrinkles.
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