: Edited by Tom Forsyth, this section covers topics like fast evaluation of subdivision surfaces on Direct3D 10 and real-time mesh simplification.
shaderx6 pdf
While dated in specific API code (Direct3D 9/10, early OpenGL 4.x), the mathematical and algorithmic foundations are timeless. This is not a beginner's book; it assumes you can write a deferred renderer and understand SIMD.