![]() Explaining the purpose of each is outside the purposes of this article and I already run the risk of losing most readers before we get to the fur rendering part. In reality the Hull shader is implemented as two shaders the Control Point shader and the Patch Constant shader. If we consider the D3D11 rendering pipeline, tessellation is implemented by a combination of 2 new type of shaders, Hull and Domain, and a fixed function unit that sits in between them. There are also various partitioning schemes we can use then tessellating, such as integer, pow2, fractional (odd and even). The tessellator supports 3 types of primitives (domains as we call them), the triangle, the quad and the isoline. ![]() the above, right, triangle will has tessellation factors for the outer edges of 4, 3, 3). For the outer edges it is easy to visualise it as the number of vertices it will have after tessellation (i.e. The number the tessellation factors we define, which are in the range, depends on the patch shape if it is a triangle for example it will be 4, 3 for the outer edge and 1 for the “inside” edge. In many (most) cases, a patch is a mesh triangle and a control point is a vertex.Īnother thing we have to define when tessellating a mesh is the amount of tessellation per edge, called “Tessellation Factor”. Tessellation works with patches which are defined by control points. And since it is done purely on the GPU it saves both memory, as we have to store less data in RAM, and bandwidth as we need to fetch and process less vertices on the GPU. Tessellation can help increase the polygon resolution of a mesh, resulting to either smoother or more (geometrically) detailed surfaces. A simplistic view of tessellation is that of adding more geometry to a mesh through some form of subdivision. Tessellation is a fairly new feature introduced with Direct3D11 and OpenGL 4.x graphic APIs. I dug around and found the source and I decided to write a blog post about it and release it in case somebody finds it interesting.īefore I describe the method I will attempt a brief summary of tessellation, feel free to skip to next section if you are already familiar with it. This reminded me of my experiments in tessellation I was doing a few years ago when I started getting into D3D11 and more specifically a fur rendering one which was based on tessellation. Stream compaction using wave intrinsicsĪ few weeks ago I came across an interesting dissertation that talked about using tessellation with Direct3D11 class GPUs to render hair.Raytraced Order Independent Transparency.Raytraced Order Independent Transparency part 2.The opinions expressed herein are my own. This blog is my scratchpad for graphics techniques I try and experiment with. Graphics programmer spending most of my waking hours making pixels prettier and faster.
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