Hi all - been quite busy lately and mostly lurk, but thought I'd throw in a couple of links for you all. Bit of a shameless plug for my work unfortunately, but figured it might be of interest nonetheless.
I've been doing a lot of work since the MVP Summit in March on D3D11 Tessellation, all of which is posted in my
developer journal. In particular I posted a big diagram and explanation of the new pipeline stages - colour coded with arrows and everything :smile: - you can view that
here.
Recently I implemented Greg Snook's interlocking tiles for terrain rendering entirely on the GPU - fits the HS/DS almost perfectly. I uploaded 3 videos of it to YouTube:
Solid shaded with integer partitioning
Wireframe with integer partitioning
Wireframe with fractional_odd partitioning
In particular, notice how the two with integer partitioning show very noticeable "popping" whereas the fractional_odd one doesn't. A simple change in the Hull Shader declaration effectively gets me geomorphing with no extra dev effort!
I'm writing all this up as an article that I'll get posted somewhere in the next month or so - I'm still working on all the diagrams and example code.
As an aside, I'm optimistic that D3D11 will be picked up by developers - the only downside is that it won't run on WinXP, but otherwise you've got nothing but upsides. The multi-threading, 10-L-9, 10, 10.1, WARP10 and 11 feature sets should make it a compelling API for developers and provided Win7 gives people reason to leave XP then theres less of a problem writing code for a small target audience!
For tessellation the motivation could be business - artists are now costing much more than technology, and I gather that a lot of artists work "natively" in patches and HOS so allowing the code to express their art the way they create it should speed things up which should bring the overall resource cost of art down. A technological solution to a business problem methinks..
Anyway, back to work for me...
Jack