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Monday, July 1st 2002
DX8 Displacement Mapping
02:13 PM
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Jan Vlietinck released a new demo of a rendering technique featuring displacement mapping and depth-adaptive tessellation. According to the author, "The displacement mapping and tessallation are completely calculated by DX8 vertex shader processors. Performance is around 35 million displaced triangles per second (GF4). The CPU doesn't calculate any vertex, everything is done by the GPU." The demo, along with some notes on the technique, is available here.
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