Tessellating bicubic Bezier surfaces

In this recipe, we will perform tessellation upon a bicubic Bezier control patch using the tessellation stages of the graphics pipeline. This tessellation will use the quad domain of the tessellator. We will update the CommonTess.hlsl shader code to include the methods to perform bicubic interpolation of the Bezier control points using De Casteljau's algorithm to subdivide a Bezier curve at an arbitrary point along the curve.

Getting ready

We will continue on from the earlier recipe, Preparing the vertex shader and buffers for tessellation.

How to do it…

We will first implement the shader code for tessellating our Bezier control points. We will then implement a renderer for a bicubic Bezier surface. Consider the ...

Get Direct3D Rendering Cookbook now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.