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Direct3D 11 Tessellation

directx, tessellation

Originally posted to Chuck Walbourn's Blog on MSDN,

The new hardware tessellation feature available on Direct3D 11 video cards has great potential, but using it effectively currently requires understanding higher-order surfaces as well as a myriad of performance implications. In addition to the Windows DirectX Graphics documentation, here are a number of resources for learning more about using Direct3D 11 Tessellation:

Gamefest 2008 - Direct3D 11 Tessellation link

Gamefest 2008 - Advanced Topics in GPU Tessellation (AMD/ATI)

Gamefest 2008 - Water-Tight, Textured, Displaced Subdivision Surface Tessellation Using Direct3D 11 (NVIDIA)

Game Developer Conference 2009 - Direct3D11 Tessellation Deep Dive link

Gamefest 2010 - Think DirectX 11 Tessellation! - What Are Your Options? link

The following samples:
DetailTessellation11, PNTriangles11, SimpleBezier11, and SubD11

NVIDIA and AMD also did a number of presentations at Game Developers Conference, including the following talks on Direct3D 11 Tessellation:

GDC 2010 - Enriching Details using Direct3D 11 Tesselation (NVIDIA)
NVIDIA Developer Website

GDC 2010 - Tessellation Performance (AMD/NVIDIA)
NVIDIA Developer Website

GDC 2010 - Direct3D 11 Tutorial: Tessellation (AMD)
GDC vault

GDC 2009 - D3D11 Tessellation (NVIDIA)
NVIDIA Developer Website

GDC 2009 - Authoring for Real-Time Tessellation and Displacement Mapping (AMD)

Related: Getting Started with Direct3D 11