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Real-Time 3D Rendering with DirectX® and HLSL: A Practical Guide to Graphics Programming
book

Real-Time 3D Rendering with DirectX® and HLSL: A Practical Guide to Graphics Programming

by Paul Varcholik
May 2014
Beginner to intermediate
592 pages
17h 4m
English
Addison-Wesley Professional
Content preview from Real-Time 3D Rendering with DirectX® and HLSL: A Practical Guide to Graphics Programming

Chapter 21. Geometry and Tessellation Shaders

In this chapter, you examine two relatively new additions to the Direct3D graphics pipeline: geometry and tessellation shaders. These systems enable you to create vertices dynamically and even change the topology of a surface on the hardware. You learn how these systems work and implement a variety of interesting effects.

Motivation: Geometry Shaders

Geometry shaders have the capability to add and remove geometry from the graphics pipeline. That capability is absent from the pipeline stages we’ve discussed thus far and allows for some interesting applications. For example, lower-fidelity geometry can be sent to the pipeline, and the geometry shader can conjure up more vertices. Conversely, the geometry ...

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Publisher Resources

ISBN: 9780133570120Purchase book