A post-release update will introduce gamers to our GeometryWorks DirectX 11 Advanced Tessellation technology, which enables developers to quickly and easily generate tessellation displacement maps from pre-existing assets, and to efficiently integrate tessellation rendering into their engines with minimal work. Furthermore, our tessellation tech comes pre-packaged with adaptive tessellation factor calculation and frustum culling, making widescale usage a reality in open-world games like Unity.
In Unity, GeometryWorks is being used to add tessellation to roof shingles, roof tiles, cobblestones, brick roads and paths, archways, statues, architecture, and much, much more. And because this tessellation is real geometric detail, as opposed to simulated detail from bump mapping or normal mapping, tessellated detail in Unity is accurately shadowed by NVIDIA HBAO+ and NVIDIA PCSS, significantly improving image quality.