# Chapter 5. Generic Adaptive Mesh Refinement — Boubekeur & Schlick

- Source: https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-5-generic-adaptive-mesh-refinement
- Note: add-only excerpt; images/code truncated.

## Summary (full chapter read)
Single-pass VS adaptive refinement: each coarse triangle replaced by pre-tessellated barycentric pattern from GPU memory; displace by user function. Topology-agnostic. Apps: Bézier smoothing, procedural displacement, FFD, displacement mapping with consistent silhouettes, multilevel terrain. Precursor mindset to hardware tessellation / PN / Phong tessellation pages.

