Intro into Tessellation
I’ve been working on different projects using the DirectX11 Tessellation shader technology for my Directed Focus Study class at The Guildhall. So far I’ve implemented the following using tessellation:
- Scalar Displacement
- Vector Displacement
- Vector Displacement in Tangent Space
- Dynamic LoD Terrain generation
- Low-Poly cage mesh improvement ( 300 polys to 2 mill polys w/ minimal artifacts )
- Hoppe’s Geometric Images ( you’ll see later! )
Basically, I’ve tessellated. I’ll be sharing some shader code and implementation techniques in order to get everything up and running for anyone who needs the help. Also, before I do that, I’m going to write up a quick DirectX11 tutorial just in case you are in need.
To prove what I’ve done, take a look at Cobblestone Tessellation below. I’m taking a low-poly quad and tessellating it along each triangle edge. All extra vertices are created on the GPU and quickly thrown away. Welcome to the future of rendering:
Cobblestone Tessellation from Evan Eubanks on Vimeo.
Just as a side note: It might look like my framerate drops while the tris are being created, but that’s just me tapping the tessellation increase every second or so. The GPU creates the vertices so quickly that I needed to slow it down a bit.
I hope you enjoyed it. I have more to come!
Evan Eubanks