Tessellation Software

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Glossary: client-specific code: Code developed by the implementer (purchaser) containing the user interface and interaction logic specific to the way the.

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Tessellation software

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This pricing is limited to one (1) purchase of one (1) Creative Cloud annual membership per customer. Offer may not be assigned, exchanged, sold, transferred, or combined with any other discount or offer, or redeemed for cash or other goods and services. This pricing is subject to change without notice. Void where prohibited, taxed or restricted by law. The following types of institutions are eligible to purchase Adobe products at a discount:. Accredited public or private primary or secondary schools providing full-time instruction for grades K–12, or school districts for such schools.

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The Direct3D 11 runtime supports three new stages that implement tessellation, which converts low-detail subdivision surfaces into higher-detail primitives on the GPU. Tessellation tiles (or breaks up) high-order surfaces into suitable structures for rendering. By implementing tessellation in hardware, a graphics pipeline can evaluate lower detail (lower polygon count) models and render in higher detail. 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 Benefits Tessellation:. Saves lots of memory and bandwidth, which allows an application to render higher detailed surfaces from low-resolution models.

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The tessellation technique implemented in the Direct3D 11 pipeline also supports displacement mapping, which can produce stunning amounts of surface detail. Supports scalable-rendering techniques, such as continuous or view dependent levels-of-detail which can be calculated on the fly. Improves performance by performing expensive computations at lower frequency (doing calculations on a lower-detail model).

This could include blending calculations using blend shapes or morph targets for realistic animation or physics calculations for collision detection or soft body dynamics. The Direct3D 11 pipeline implements tessellation in hardware, which off-loads the work from the CPU to the GPU. This can lead to very large performance improvements if an application implements large numbers of morph targets and/or more sophisticated skinning/deformation models. To access the new tessellation features, you must learn about some new pipeline stages. New Pipeline Stages Tessellation uses the GPU to calculate a more detailed surface from a surface constructed from quad patches, triangle patches or isolines. To approximate the high-ordered surface, each patch is subdivided into triangles, points, or lines using tessellation factors. The Direct3D 11 pipeline implements tessellation using three new pipeline stages:.

A programmable shader stage that produces a geometry patch (and patch constants) that correspond to each input patch (quad, triangle, or line). A fixed function pipeline stage that creates a sampling pattern of the domain that represents the geometry patch and generates a set of smaller objects (triangles, points, or lines) that connect these samples. A programmable shader stage that calculates the vertex position that corresponds to each domain sample. The following diagram highlights the new stages of the Direct3D 11 pipeline. The following diagram shows the progression through the tessellation stages. The progression starts with the low-detail subdivision surface. The progression next highlights the input patch with the corresponding geometry patch, domain samples, and triangles that connect these samples.

The progression finally highlights the vertices that correspond to these samples. Hull-Shader Stage A hull shader - which is invoked once per patch - transforms input control points that define a low-order surface into control points that make up a patch. It also does some per patch calculations to provide data for the tessellation stage and the domain stage. At the simplest black-box level, the hull-shader stage would look something like the following diagram. A hull shader is implemented with an HLSL function, and has the following properties:. The shader input is between 1 and 32 control points. The shader output is between 1 and 32 control points, regardless of the number of tessellation factors.

The control-points output from a hull shader can be consumed by the domain-shader stage. Patch constant data can be consumed by a domain shader; tessellation factors can be consumed by the domain shader and the tessellation stage. Tessellation factors determine how much to subdivide each patch. The shader declares the state required by the tessellator stage.

This includes information such as the number of control points, the type of patch face and the type of partitioning to use when tessellating. This information appears as declarations typically at the front of the shader code. If the hull-shader stage sets any edge tessellation factor to ≤ 0 or NaN, the patch will be culled. As a result, the tessellator stage may or may not run, the domain shader will not run, and no visible output will be produced for that patch. At a deeper level, a hull-shader actually operates in two phases: a control-point phase and a patch-constant phase, which are run in parallel by the hardware. The HLSL compiler extracts the parallelism in a hull shader and encodes it into bytecode that drives the hardware. The control-point phase operates once for each control-point, reading the control points for a patch, and generating one output control point (identified by a ControlPointID).

The patch-constant phase operates once per patch to generate edge tessellation factors and other per-patch constants. Internally, many patch-constant phases may run at the same time. The patch-constant phase has read-only access to all input and output control points.

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Here's an example of a hull shader. Enum D3D11PRIMITIVETOPOLOGY The topology is set to the input-assembler stage using.

Best Tessellation Software

Of course, the new programmable shader stages require other state to be set, to bind constant buffers, samples, and shader resources to the appropriate pipeline stages. These new ID3D11Device methods are implemented for setting this state.

How to's: The documentation also contains examples for initializing the tessellation stages. Item Description Create a hull shader. Design a hull shader. Initialize the tessellation stage. Create a domain shader. Create a domain shader. Related topics.

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