RE: [Algorithms] Tessellating displacement mapped subdivision sur faces.
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From: Willem H. de B. <Wi...@mu...> - 2002-05-20 08:54:04
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You might want to have a look at Tom Forsyth's WGDC 2000's talk on everything LOD-y and bumpy, here: http://www.muckyfoot.com/downloads/tom.html Then scroll down a bit for the .ppt presentation. Also, have a look at Hugues Hoppe's site: http://research.microsoft.com/~hoppe And specifically his "Displaced Subdivision Surfaces" paper. Cheers, Willem Programmer, Muckyfoot Productions Ltd. > -----Original Message----- > From: Richard Nienhuis [mailto:rni...@at...] > Sent: 18 May 2002 07:33 > To: GDA...@li... > Subject: [Algorithms] Tessellating displacement mapped subdivision > surfaces. > > > > What I'm trying to do is make a model as a texture and displacement > mapped sub-surface. Then take that model and have a choice > of breaking > it down in two ways. Either as a high-res texture and/or bump mapped > mesh. Or as a texture and displacement mapped surface with a > base mesh. > > > Does anyone have some links for decent work on this? > > -Rich N > > > _______________________________________________________________ > Hundreds of nodes, one monster rendering program. > Now that's a super model! Visit http://clustering.foundries.sf.net/ > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=6188 > |