Optimization is a constant problem you struggle with in the gaming industry. Thegoal for as a computer graphic artists working with games is not only createaesthetically pleasing models, but must also to get these to work along with thetechnical demands set by the game engines and hardware of the industry.Tessellation and displacement mapping is one example of the industry'stechniques to give games a more realistic rendering by enhancing silhouettes,more accurate details while take heavy calculations from the CPU to the GPU byperforming geometry polygon management on the graphics card.Tessellation and Displacement Mapping is opening up to new possibilities forhow modern games may look and as a graphical artist you must be able toidentify when, where and how to use these techniques.This thesis takes you through modeling, baking and the usage of displacementmapping on tessellated geometries withing a variety of graphical applicationswith a few simple tests in hopes of preparing you, the reader for the creation ofrealistic models.