
I
Geometry
Manipulation
This part on geometry manipulation focuses on the ability of graphics processing
units (GPUs) to process and generate geometry in exciting ways.
The first chapter in this section, “Vertex Shader Tessellation” by Holger Gruen
presents a method to implement tessellation using only the vertex shader. It
requires DirectX 10 and above to work. This method does not require any
data in addition to the already available vertex data, in contrast to older tech-
niques that were called “Instanced Tessellation.” It relies solely on the delivery
of SV_VertexID and uses the original vertex and index buffers as input shader
resources.
The next