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DX11 Tessellation - nVIDIA

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Life of a patch<br />

From input assembly<br />

Vertex<br />

Input Mesh<br />

(a collection of patch primitives)<br />

Displacement Map<br />

Normal Map (optional)<br />

Patch<br />

Assembly<br />

Hull Shader<br />

Control Point Phase (optional)<br />

Compute Control points (optional)<br />

Explicitly parallel<br />

Constant Phase<br />

Compute LODs<br />

Compute per patch information<br />

Pseudo parallel (fxc dependent)<br />

Control<br />

points<br />

Hull<br />

Tessellator<br />

Domain<br />

Primitive<br />

Assembly<br />

Geometry

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