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@@ -215,18 +215,24 @@ Like normal mapping, parallax mapping simulates geometry on a flat surface. In a
Based on the mesh loading example, this example loads and displays a rigged COLLADA model including animations. Bone weights are extracted for each vertex and are passed to the vertex shader together with the final bone transformation matrices for vertex position calculations.
+## [(Tessellation shader) Displacement mapping](tessellation/)
+
+
+Uses tessellation shaders to generate additional details and displace geometry based on a heightmap.
+
+
+## [(Tessellation shader) Dynamic terrain tessellation](terraintessellation/)
+
+
+Renders a terrain with dynamic tessellation based on screen space triangle size, resulting in closer parts of the terrain getting more details than distant parts. The terrain geometry is also generated by the tessellation shader using a 16 bit height map for displacement. To improve performance the example also does frustum culling in the tessellation shader.
+
+
## [(Tessellation shader) PN-Triangles](tessellation/)
Generating curved PN-Triangles on the GPU using tessellation shaders to add details to low-polygon meshes, based on [this paper](http://alex.vlachos.com/graphics/CurvedPNTriangles.pdf), with shaders from [this tutorial](http://onrendering.blogspot.de/2011/12/tessellation-on-gpu-curved-pn-triangles.html).
-## [(Tessellation shader) Displacement mapping](tessellation/)
-
-
-Uses tessellation shaders to generate additional details and displace geometry based on a displacement map (heightmap).
-
-
## [(Compute shader) Particle system](computeparticles/)
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