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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

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