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DX11 Tessellation - nVIDIA

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<strong>Tessellation</strong> in DirectX 11<br />

Hull shader<br />

Runs pre-expansion<br />

Explicitly parallel across control points<br />

From input assembly<br />

Vertex<br />

Patch<br />

Assembly<br />

Fixed function tessellation stage<br />

Configured by LOD output from HS<br />

Produces triangles and lines<br />

Expansion happens here<br />

Domain shader<br />

Runs post-expansion<br />

Maps (u,v) to (x,y,z,w)<br />

Implicitly parallel<br />

Control<br />

points<br />

Hull<br />

Tessellator<br />

Domain<br />

Primitive<br />

Assembly<br />

Geometry

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