![]() There are two different functions in Hull Shader, one is the hull shader itself and the other is the constant function which runs on a per-patch basis. There are three stages right after vertex shader, hull shader, tessellator and domain shader with each stage performing separate functionality. Tessellation is a new feature that enables graphics programmer to tessellate their triangles on the fly so that the geometry detail will be enriched. What is tessellation? This should be a question to be addressed first before everything. In this article, I’d like to mention some detail that I learned about tessellation. Since tessellation factors, which determines how to tessellate the object, are calculated on the fly during rendering, level of detail can be decided based on factors like distance, angle, etc. It saves a lot of time by placing intense computation, like bone matrix multiplication, in vertex shader which only processes control points of the model. Less calculation on full detailed model.Combined with displacement map, tessellation can produce bump surfaces in a much more realistic way than what can be achieved with normal map or POM. With phong tessellation, it smoothes the silhouette so that no sharp edge corner will be visible. One of the most important changes that DX11 has made is the brand new feature called tessellation. By introducing three more stages, graphics programmer can tessellate their triangles on the fly.
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