摘要:Tessellation 讀網筆記
http://www.nvidia.com/object/tessellation.html
- 單純的Tessellation無濟於事, 一定要有更多訊息
- DisplaceMap 和 Tessellation互相依賴
- Tessellation + DisplaceMap 比parallax occlusion mapping好, 因為它從各個角度都看得出改變
Tessellation + DisplaceMap的優點
GTX400架構
15 tessellation units
4 個 raster engine
每秒16億polygon
是Patch 而不是 Polygon
How to design a hull shader
http://msdn.microsoft.com/en-us/library/windows/desktop/ff476339(v=vs.85).aspx
System-Value Semantics
http://msdn.microsoft.com/en-us/library/bb509647(VS.85).aspx
SV_TessFactor SV_InsideTessFactor SV_PrimitiveID SV_OutputControlPointID SV_DomainLocation
Attributes:
domain:
tri, quad, or isoline.
partitioning:
integer, fractional_even, fractional_odd, or pow2.
outputtopology:
point, line, triangle_cw, or triangle_ccw
outputcontrolpoints
How to design domain shader
http://msdn.microsoft.com/en-us/library/windows/desktop/ff476337(v=vs.85).aspx
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