GeForce GTX 480 Direct3D 11 Tessellation Demos Details
Categories: Microsoft DirectX, tech demo Tags: demo, direct3d 11, geforce gtx 480, grass, hair, NVIDIA, tessellation, water

Hair rendering with D3D11 tessellation
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Overview of the new Features of OpenGL 4.0
Categories: Game Development, OpenGL Tags: direct3d 11, GL_ARB_gpu_shader_fp64, GL_ARB_shader_subroutine, GL_ARB_tessellation_shader, opengl 4.0, overview, shader model 5.0, sm5, tessellation

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OpenGL 3.3 and 4.0 Specifications Released
Categories: OpenGL Tags: GL_ARB_tessellation_shader, opencl, opengl 3.3, opengl 4.0, specifications, tessellation

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GeForce GTX 480 and Tessellation in Unigine Heaven
Categories: Graphics Cards, Microsoft DirectX Tags: geforce gtx 480, radeon hd 5870, tessellation
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AMD Publishes 6 New Direct3D 10 and 11 Demos: Quick Test and New Details About Tessellation
Categories: Game Development, Microsoft DirectX, Test Tags: AMD, demo, direct3d 10, direct3d 11, domain, game development, hdao, hull, shader, source code, tessellation

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[TEST] Hardware Tessellation on Radeon in OpenGL: Radeon HD 5000 Tessellators Details
Categories: Game Development, GeeXLab, GPU, OpenGL Tags: AMD, direct3d 11, evergreen, opengl, radeon, radeon hd 5000, tessellation, tessellator

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[TEST] Hardware Tessellation on Radeon in OpenGL (Part 2/2)
Categories: GeeXLab, OpenGL, Programming, Test Tags: AMD, geexlab, opengl, Programming, radeon hd 5000, tessellation, tessellator, test


Continuous tessellation – factor=15.0
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[TEST] Hardware Tessellation on Radeon in OpenGL (Part 1/2)
Categories: Articles, Game Development, OpenGL, Test Tags: 3d programming, AMD, game development, glTessellationFactorAMD, glTessellationModeAMD, GL_AMD_vertex_shader_tessellator, radeon hd 5000, tessellation, tessellator, truform

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GeeXLab 0.1.15 Available
Categories: Demotool, GeeXLab Tags: 3d programming, AMD, geexlab, python, tessellation

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DirectX 11 to be discussed in just weeks!
Categories: Microsoft DirectX, Programming Tags: directx 11, displacement, game development, gamedev, graphics programming, multithreaded rendering, shader model 5, tessellation
Microsoft will start talking about DirectX 11 in less than two weeks. his conference takes place on the 22 and 23 July in Seattle, Washington.
The big feature of DirectX 11 is tessellation / displacement while we also heard that multithreaded rendering and compute shaders are part of it. DirectX 11 also brings shader model 5.0 but we don’t know many details about it.
It looks like DirectX 11 will stick to rasterization as there is no any mentioning of Ray tracing support.
OpenGL demos taking advantage of Shader Model 4
Categories: OpenGL, Programming Tags: geometry shader, graphics programming, opengl demos, shader model 4, tessellation
Naixela released two demos “geometry shader painterly rendering” and “geometry shader tessellation” taking advantage of Shader Model 4 (inclusive source code).
- Geometry Shader Painterly Rendering Demo
Renders a scene into color, position, and normal textures, and then outputs the scene as a large number of brush strokes covering the screen using the geometry shader.
- Geometry Shader Tessellation Demo
Tessellates a heightfield based on distance to the viewer using the geometry shader.

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