DirectX 11 Pipeline
Hull Shader
This programmable unit allows transforms on input data to be performed as it runs at the source control mesh frequency. When discussing applications of the pipeline, we often mention performing a basis change in this shader, from one surface representation to another-for example, from Catmull-Clark quad mesh to Bezier patch controls.
Tessellator
This fixed-function unit can be simply thought of as a data expander and as a place where the IHVs can safely parallelize with the user-provided algorithms. It takes tessellation factors as input and inserts vertices in surface U,V space according to the chosen partitioning scheme.
Domain Shader
This unit executes once for every generated vertex, and as such is the place where surface formulations are evaluated. The inputs to this stage are provided in surface U,V domain ready for parametric surface evaluation.
The pipeline supports several input types (quad patch, triangle patch, or even poly-line), which allows developers to target almost any surface formulation. One usage scenario that has been strongly requested is support of sub-division surfaces for rendering characters.
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