This can lead to very large performance improvements if an application implements large numbers of morph targets and/or more sophisticated skinning/deformation models. The Direct3D 11 pipeline implements tessellation in hardware, which off-loads the work from the CPU to the GPU. This could include blending calculations using blend shapes or morph targets for realistic animation or physics calculations for collision detection or soft body dynamics. Improves performance by performing expensive computations at lower frequency (doing calculations on a lower-detail model).Supports scalable-rendering techniques, such as continuous or view dependent levels-of-detail which can be calculated on the fly.The tessellation technique implemented in the Direct3D 11 pipeline also supports displacement mapping, which can produce stunning amounts of surface detail. Saves lots of memory and bandwidth, which allows an application to render higher detailed surfaces from low-resolution models.APIs for initializing Tessellation Stages.While software tessellation can be done, tessellation implemented by hardware can generate an incredible amount of visual detail (including support for displacement mapping) without adding the visual detail to the model sizes and paralyzing refresh rates. Tessellation tiles (or breaks up) high-order surfaces into suitable structures for rendering.īy implementing tessellation in hardware, a graphics pipeline can evaluate lower detail (lower polygon count) models and render in higher detail. The Direct3D 11 runtime supports three new stages that implement tessellation, which converts low-detail subdivision surfaces into higher-detail primitives on the GPU.
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