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Water-Tight, Textured, Displaced Subdivision Surface Tessellation Using Direct3D 11 |
Presentation from GameFest 2008
In this talk, we discuss using the Direct3D 11 pipeline to tessellate displacement mapped subdivision surfaces. We cover motivation for use of tessellation in games. We also discuss various issues related to water-tight approximation of surfaces. Finally, we cover content creation issues, tools, and model quality.
Files
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Status: DeletedThis download is no longer available on microsoft.com. The downloads below are archives provided by the Internet Archive Wayback Machine from the Microsoft Download Center prior to July 2016. |
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System Requirements
Operating Systems: Windows Vista
Powerpoint, WMA Audio
Installation Instructions
Powerpoint presentation and WMA audio