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Game Programming Gems 8 by Adam Lake

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Chapter 1.4. View Frustum Culling of Catmull-Clark Patches in DirectX 11

Rahul P. Sathe, Advanced Visual Computing, Intel Corp

DirectX 11 has introduced hardware tessellation in order to enable high geometric detail without increasing memory usage or memory bandwidth demands. Higher-order surface patches with displacements are of prime interest to game developers, and we would like to render them as efficiently as possible. For example, we would like to cull subdivision surface patches (instead of the resulting triangles) that will not affect the final image. Culling a given patch avoids higher-order surface evaluation of domain points in that patch as well as processing of the triangles generated for the patch. The nature ...

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