Real-time creased approximate subdivision surfaces with displacements.

Denis Kovacs1, Jason Mitchell, Shanon Drone

  • 1New York University, New York, NY, USA. kov@cs.nyu.edu

Summary

This study extends Catmull-Clark surfaces for sharp features, integrating it into the Source game engine and analyzing performance. The new method efficiently handles creases and corners in real-time applications.

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