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Direct3D Rendering Cookbook

You're reading from   Direct3D Rendering Cookbook For C# .NET developers this is the ultimate cookbook for Direct3D rendering in PC games. Covering all the latest innovations, it teaches everything from debugging to character animation, supported throughout by illustrations and sample code.

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Product type Paperback
Published in Jan 2014
Publisher
ISBN-13 9781849697101
Length 430 pages
Edition Edition
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Author (1):
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Justin Stenning Justin Stenning
Author Profile Icon Justin Stenning
Justin Stenning
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Table of Contents (19) Chapters Close

Direct3D Rendering Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with Direct3D FREE CHAPTER 2. Rendering with Direct3D 3. Rendering Meshes 4. Animating Meshes with Vertex Skinning 5. Applying Hardware Tessellation 6. Adding Surface Detail with Normal and Displacement Mapping 7. Performing Image Processing Techniques 8. Incorporating Physics and Simulations 9. Rendering on Multiple Threads and Deferred Contexts 10. Implementing Deferred Rendering 11. Integrating Direct3D with XAML and Windows 8.1 Further Reading
Index

Refining meshes with Phong tessellation


In this recipe, we will implement a simple technique for the local refinement of triangle meshes through tessellation—Phong tessellation. This technique, put forward by Boubekeur and Alexa in 2008, follows the same principles as Phong shading (thus the name) and normal mapping, but instead of improving the perceived visual smoothness of flat surfaces, it improves the actual smoothness of contours and silhouettes.

Phong tessellation is computationally inexpensive when compared to algorithms for approximating Catmull-Clark subdivision surfaces. It still achieves smooth silhouettes and more importantly, it can be locally implemented on the tessellation hardware without requiring any additional precalculated weights/control points or specially prepared meshes unlike bicubic Bezier patches or Gregory patches.

This means that most existing triangulated meshes will work reasonably well with Phong tessellation with few or no changes to the original mesh.

Getting...

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