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Adaptive Catmull-Clark Subdivision with Compute Tessellation

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John Hable

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Adaptive Catmull-Clark Subdivision with Compute Tessellation is a Filmic Worlds article by John Hable on implementing adaptive subdivision surfaces for real-time rendering without relying on fixed hardware tessellation factors alone. Hable shares implementation notes and benchmark results from a WebGPU-oriented viewer.

The post covers semisharp crease rules, bicubic B-spline patches on regular faces, irregular ring evaluation, triangle face handling, and adaptive refinement driven by compute shaders. Benchmarks compare adaptive compute tessellation against uniform tessellation in the published WebGPU demo.

Graphics engineers building subdivision in game engines or DCC-adjacent tools at an advanced level are the intended readers. Prior exposure to patch tables and limit surface evaluation helps.

The article is free on filmicworlds.com with linked source and viewer assets. Hable's Filmic Worlds posts on shading and surfaces are frequently referenced among game rendering engineers.