You're looking in the wrong placesDX11 supports higher order surfaces such as Bezier curves to describe objects for tessellation.
Microsoft Presentation
You can then use various subdivision techniques like Catmull-Clark in your hull shader. It works on quad meshes, one of the new primitives in DX11.
Catmull-Clark
DX11 Tessellation Overview
It's much worse than that, Truform just blindly tries to smooth everything out. Which obviously is not what you want. That was one of the big reasons it wasn't adopted, it's only useful for smooth, round surfaces.TruForm and Tesselation are not the same, but they are doing same thing. Difference is that Tesselation gives you much greater control of what you can do to surfaces. It is like shader model to fixed function.




DX11 supports higher order surfaces such as Bezier curves to describe objects for tessellation.
Reply With Quote
Bookmarks