The content is as follows. For learners, it is more like introducing tesselation technology through the examples of terrain and water.
Hardware Introduction
In fact, the author of this article described the dx sdk well or better. Here is a brief introduction:
- Hull shader: Specifies the Output Control Point and how the tesselator is subdivided.
- Tesselator This is a fixed stage that generates the factor used for interpolation.
- Domain shader, interpolation of vertex posiiton and other
- Control Point and tesselation factor can be one-to-multiple, so can they be subdivided?
Terrain & OceanTesselation technology and terrain & water have a high degree of fit. Geometry morphing can be implemented in a more natural and efficient way, which is much less than the Morphing computing in [GPU pro2] largescaleterrainrenderingforoutdoorgames, note the following points:
- Make sure that the control point on the edge is consistent with that on the point. Otherwise, a tear will occur:
- In addition to distance, tesselation can also include camera angle, which can reduce the degree of segmentation to improve efficiency when compared with skew.
- Water rendering is an article using shaderx6,