GPU pro 360 guide to geometry manipulation As simple as possible tessellation for interactive applications Rule based geometry synthesis in real time GPU based NURBS geometry evaluation and rendering Polygonal functional hybrids for computer animation and games Terrain and ocean rendering with hardware tessellation Practical and realistic facial wrinkles animation Procedural content generation Vertex shader tessellation Optimized stadium crowd rendering Geometric antialiasing methods GPU terrain subdivision and tessellation Vertex pulling rendering pipeline WebGL globe rendering pipeline Dynamic GPU terrain Bandwidth efficient procedural meshes in the GPU via tessellation Real time deformation of subdivision surfaces on object collisions Realistic volumetric explosions in games Deferred snow deformation in Tomb raider Catmull Clark subdivision studies