DX11 Tessellation - nVIDIA
DX11 Tessellation - nVIDIA
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