DX11 Tessellation - nVIDIA
DX11 Tessellation - nVIDIA
DX11 Tessellation - nVIDIA
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<strong>Tessellation</strong> schemes<br />
Various tessellation schemes differ at<br />
Number of vertices in the patch primitive<br />
Control points computations (in Hull Shader)<br />
Pass through or higher order parametric patch<br />
Surface evaluation (in Domain Shader)<br />
Barycentric interpolation or higher order parametric patch<br />
Linear/Flat<br />
Phong<br />
<strong>Tessellation</strong><br />
PN Triangles<br />
Catmull-Clark<br />
(approximated)<br />
Local Construction Schemes