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Practical Rendering and Computation with Direct3D 11 by Jack Hoxley, Matt Pettineo, Jason Zink

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9 Dynamic Tessellation

Earlier in the book, the new tessellation-specific stages of the pipeline were introduced (Chapter 3) and the key parameters and implementation details were discussed in depth (Chapter 4). However, neither of these sections provided real-world demonstrations of this key new Direct3D 11 technology.

In the introduction to Chapter 4, two common approaches to tessellation were introduced, namely subdivision and higher-order surfaces. This chapter offers demonstrations of both, to allow comparison between the two methods, and to demonstrate how the various parameters and new shader units work together to produce a final output.

Subdivision is a form of tessellation based on refinement, in which we progressively add more detail ...

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