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Direct3D 11 In-Depth Tutorial: Tessellation
This session will show you, step by step, how to implement a real-world implementation of DX11 hardware accelerated tessellation in your game. The talk will start with a simple code example that renders a low polygon mesh, show what code needs to be added to render a more detailed higher tessellated mesh. Discussion includes overall algorithm, D3D11 API calls, and HLSL code for the Hull and Domain shaders. The talk will be presented as a tutorial, including a live demonstration of modifying the code to show how the code changes affect the rendering.
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