DX11 Tessellation - nVIDIA
DX11 Tessellation - nVIDIA
DX11 Tessellation - nVIDIA
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Screen-space-based LOD (hull shader)<br />
Enclose quad patch edge in bounding sphere<br />
Project into screen-space<br />
Screen<br />
eye<br />
Δ size<br />
Projected<br />
sphere<br />
diameter<br />
Δs per edge = diameter / target Δ size<br />
(diameter & target size in pixels)<br />
Fully independent of patch size