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
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.