Tessellation and Displacement. Part 2
I’ll keep it short this time.
Made in Unigine, using Unigine Script. This video is at maximum settings under Direct3D 9. FPS was around 65-70 (see the first frame), but Fraps killed it. The displacement happens entirely in software, without any custom shaders, Vertex Texture Fetch, or anything like that. All the algorithms and code are my own work. We’ll be using this technology in our future projects going forward, and we might even release it as a standalone utility.
Originally published 2009-11-24.
