Transcript
Page 1: DirectX11 Tessellation by Zulfa

@agatestudio

DirectX 11 Tessellation

Zoel

Knight

Agate Studio

Page 2: DirectX11 Tessellation by Zulfa

@agatestudio

SUBDIVISION SURFACE INTRODUCTION

Introduced to the big screen by Pixar with A Bug's Life, Finding Nemo and The IncrediblesAdd extra detail for computer-generated characters in live-action moviesGollum from the recent Lord of the Rings movies is probably the most striking example

Page 3: DirectX11 Tessellation by Zulfa

Subdivision Surface Example

• Dividing each polygonal face into smaller faces

Page 4: DirectX11 Tessellation by Zulfa

Subdivision Surface Disadvantage

• Model are over smoothed

• Other object always smoothed

Page 5: DirectX11 Tessellation by Zulfa

What

• Manage datasets of polygons presenting objects in a scene and divide them into suitable structures for rendering

Page 6: DirectX11 Tessellation by Zulfa

When?

• Depending on what is needed

Page 7: DirectX11 Tessellation by Zulfa

Where?

• Sea

• Terrain

• Etc

Page 8: DirectX11 Tessellation by Zulfa

Why?

• Improve Display Effect

• Improve Gameplay (design)

Page 9: DirectX11 Tessellation by Zulfa

How (Before)

Page 10: DirectX11 Tessellation by Zulfa

How (After)

Page 11: DirectX11 Tessellation by Zulfa

How

Before After

Page 12: DirectX11 Tessellation by Zulfa

Disadvantages

• Too much geometry causes the GPU to become vertex-transform or triangle-setup limited

• Worse, having many tiny triangles that are just a few pixels in size can significantly reduce rasterizer efficiency

Page 13: DirectX11 Tessellation by Zulfa

Thanks!!! The End


Top Related