ABSTRACT

When I wrote the first edition of this book, I predicted that the powerful pro-cessors and the limited memory on the game consoles would steer developers and artists toward using control-point surfaces. The premise was that only a small number of control points need to be stored in memory, but the processor can tessellate rapidly to any reasonable level of subdivision. It appears that my prediction was premature. Game artists appear to remain comfortable with polygonal models, and each generation of console tends to have a lot more memory than the previous, so the urgency is lacking to produce high-resolution tessellations from a small amount of data.