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GDC 2009: Direct3D11 Tessellation Deep Dive |
This talk will summarize the design of the hull shader, tessellator, and domain shader pipeline stages, and outline their intended usage.
Direct3D 11 introduces three new graphics pipeline stages designed for flexible tessellation. This talk will summarize the design of the hull shader, tessellator, and domain shader pipeline stages, and outline their intended usage. The second half of the talk will describe in depth and demonstrate the real-time Catmull-Clark subdivision surface approximation algorithm developed by Microsoft Research and implemented in the DirectX SDK samples.
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System Requirements
Operating Systems: Windows Vista, Windows XP, Windows 7
PowerPoint 2007 or PowerPoint Viewer 2007 required
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