Adaptive Catmull-Clark Subdivision with Compute Tessellation

Catmull-Clark subdivision is the standard for smooth surfaces in offline rendering, going back to Geri’s Game in 1997. Catmull-Clark recursively refines a mesh, allowing artists to author a low-poly mesh and subdivide it during rendering. It’s also a well-known tool in modeling for multi-resolution sculpting, particularly with ZBrush and Mudbox. When you export a displacement map from ZBrush, it’s…