DirectX 11 Terrain Tessellation

.......................................................................................................... 2 How Does It Work? .......................................................................................... 3 Mapping to the Tessellation Pipeline ............................................................................................................ 3 Hull Shader: Tessellation LOD ................................................................................................................. 5 Domain Shader: Displacement Mapping ................................................................................................ 7 Pixel Shader & Normals ............................................................................................................................. 7 Crack-Free Tessellation ................................................................................................................................... 7 Non-Uniform Patch Sizes .............................................................................................................................. 8 Motivation – Range of Scales .................................................................................................................... 8 Implementation – Adjacency of Different-Sized Patches .................................................................... 9 Advisability of Adjacent, Different-sized Patches ...............................................................................12 Multiple Displacement Maps .......................................................................................................................13 Upgrade Path for Game Assets ..............................................................................................................15 Performance .................................................................................................. 16 Rendering Efficiency .....................................................................................................................................16 Tessellation LOD Targets ............................................................................................................................18 Tessellation Level Histograms ................................................................................................................19 Displacement Map Sampling and Aliasing ................................................................................................21 Scrolling in Displacement Map Generation ..........................................................................................21 Running the Sample....................................................................................... 22 Debug Options...............................................................................................................................................22 Appendices .................................................................................................... 22 Real Star Rendering .......................................................................................................................................22 Lunar Data ......................................................................................................................................................22 Bibliography ...................................................................................................