This talk will summarize the design of the hull shader, tessellator, and domain shader pipeline stages, and outline their intended usage.
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File name:
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Date Published:
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Direct3D 11 Tessellation Deep Dive.zip
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8/6/2009
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Version:
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File size:
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1.0
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1.8 MB
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Direct3D 11 introduces three new graphics pipeline stages designed for flexible tessellation. This talk will summarize the design of the hull shader, tessellator, and domain shader pipeline stages, and outline their intended usage. The second half of the talk will describe in depth and demonstrate the real-time Catmull-Clark subdivision surface approximation algorithm developed by Microsoft Research and implemented in the DirectX SDK samples.
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Supported Operating System
Windows 7, Windows Vista, Windows XP
PowerPoint 2007 or PowerPoint Viewer 2007 required
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