questions about the tessellation

nobond

Newcomer
I am a hw guy at the low level.

Basic questions about the tessellation:
a. normally the tessellation is done at the host CPU rather than GPU?
b. In the DX10, looks like you can generate more vertex, this means that the tessellation is moving into the hw part of the graphic pipeline?
 
I am a hw guy at the low level.

Basic questions about the tessellation:
a. normally the tessellation is done at the host CPU rather than GPU?
Generally, but there were still ways of doing it even in DX8. For example, you simply fed in a template object (with just u and v params for vertex data) and had the vertex shader expand that to the full position information.
b. In the DX10, looks like you can generate more vertex, this means that the tessellation is moving into the hw part of the graphic pipeline?
The HW is becoming more flexible, yes.
 
b. In the DX10, looks like you can generate more vertex, this means that the tessellation is moving into the hw part of the graphic pipeline?
Not quite there yet, next DX iteration is likely to offer much more from this standpoint
 
Thanks for the reply.

Furthermore, the so-called "game engine" is some sort of tessellation or even something sit before the tessellation?
 
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