An interesting read:
linkQuote:
Not true;
TRESPASSER, the current major PC title by
DreamWorks Interactive, uses dynamic,
real-time tessellation using wavelet
“shells†for its terrain — this was also
demonstrated at E3 in 1997.
In fact, the entire third part of
“Wavelets for Computer Graphicsâ€
(authors Stollnitz, Deros and Salesin) is
devoted to techniques of mesh compression,
tessellation, and deformation.
Numerous SIGGRAPH proceedings not
only describe these techniques, but
demonstrate them through operating
software.
Oh, and there's also the original PostMortem, with COLOR images...
link
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