May 2014
Beginner to intermediate
592 pages
17h 4m
English
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.
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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