The new hardware tessellation feature available on direct3d 11 video cards has great potential, but using it refreshing tively 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:
Giamefest 2008-Direct3d 11 tessellation
Downloads MS
Giamefest 2008-Advanced topics in GPU tessellation(AMD/Ati)
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Giamefest 2008-Water-tight, textured, displaced Subdivision Surface tessellation using direct3d 11(NVIDIA)
Downloads MS
Game Developer Conference 2009-Direct3d11 tessellation deep dive
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Giamefest 2010-Think DirectX 11 tessellation! -What are your options?
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The following samples:
Detailtessellation11, pntriangles11, simplebezier11, and subd11
NVIDIA and AMD also did a number of presentationsGame Developers Conference, Including the following talks on direct3d 11 tessellation:
GDC 2010-Enriching details using direct3d 11 tesselation(NVIDIA)
NVIDIA developer website | amd developer website
GDC 2010-Tessellation Performance(AMD/NVIDIA)
NVIDIA developer website | amd developer website
GDC 2010-Direct3d 11 Tutorial: tessellation(AMD)
AMD developer website
GDC 2009-D3d11 tessellation(NVIDIA)
NVIDIA developer website | amd developer website
GDC 2009-Authoring for real-time tessellation and displacement Mapping(AMD)
AMD developer website
[Convert] direct3d 11 tessellation tutorial