| Graphics: Surfaces  
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Vertex Shader Tesselation | 
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Real-time Deformable Terrain Rendering | 
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Optimized Stadium Crowd Rendering | 
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Geometric Anti-Aliasing Methods | 
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Practical Binary Surface and Solid Voxelization with Direct3D 11 | 
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As Simple as Possible Tessellation for Interactive Applications | 
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Rule-Based Geometry Synthesis in Real-Time | 
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GPU-Based NURBS Geometry Evaluation and Rendering | 
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Polygonal-Functional Hybrids for Computer Animation and Games | 
 |  |  | D. Kravtsov, O. Fryazinov, V. Adzhiev, A. Pasko, and P. Comninos GPU Pro, 2010.
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Scalar to Polygonal Extracting Isosurfaces Using Geometry Shaders | 
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Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details | 
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Dynamic Terrain Rendering on GPU Using Real-Time Tessellation | 
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Adaptive Re-Meshing for Displacement Mapping | 
 |  |  | Rafael P. Torchelsen, Carlos A. Dietrich, Lu�s Fernando, M. S. Silva, Rui Bastos, and Jo�o L. D. Comba ShaderX7, 2009.
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Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details | 
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Fast Evaluation of Subdivision Surfaces on Direct3D 10 Graphics Hardware | 
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Improved Appearance Variety for Geometry Instancing | 
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Implementing Real-Time Mesh Simplification Using Programmable Geometry Pipeline on GPU | 
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Generic Adaptive Mesh Refinement  | 
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Point-Based Visualization of Metaballs on a GPU | 
 |  |  | Kees van Kooten, Gino van den Bergen (Playlogic Game Factory), Alex Telea (Eindhoven University of Technology) GPU Gems 3, 2007.
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Dynamic Wrinkle Patterns and Hatching on Animated Meshes | 
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Rendering Surface Details in Games with Relief Mapping Using a Minimally Invasive Approach | 
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Real-Time Rendering and Simulation of the Airbrush Medium for Metallic Appearance | 
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Dynamic Glossy Environment Reflections Using Summed-Area Tables | 
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Dot-Product for Efficient Detail Texture Mapping | 
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Real-Time Environment Mapping with Equal Solid-Angle Spherical Quad-Map | 
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Rendering Road Signs Sharply | 
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Dynamic Image-Space Per-Pixel Displacement Mapping with Silhouette Antialiasing via Parallax Occlusion Mapping | 
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An Easy-to-Code Smoothing Algorithm for 3D Reconstructed Surfaces | 
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Higher-Order Surfaces Using Curved Point-Normal (PN) Triangles | 
 Abstract: This article introduces subdivision surfaces as a means of improving the appearance of game characters. First, we will present the different schemes available, focusing on two implementations of subdivision surfaces. Then, we will explore a number of optimization methods based on culling and preprocessing.| 
Subdivision Surfaces for Character Animation | 
 Abstract: This article explains how to perturb the normals on a surface to simulate the curvature of a denser model by using bump mapping. We will enhance the visual quality without losing speed or having to abandon more traditional ways of adding detail.| 
Curvature Simulation Using Normal Maps | 
 Abstract: This article presents a general method for applying a decal to an arbitrarily shaped surface and concurrently clipping the decal to the surface's boundary.| 
Applying Decals to Arbitrary Surfaces | 
  
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