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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

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