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Tessellation
Welcome to the GraphicsCollection wiki!
Utah-teapot was created in 1975 by early computer graphics researcher Martin Newell, a member of the pioneering graphics program at the University of Utah. In this demo is composed of 32 Bezier Patch. Each Bezier Patch was controlled by 16 control points. I used GPU tessellator hardware to evaluate on quad domain and generate triangle list.

- HRESULT DirectX::CreateWICTextureFromFile(), This API does not support HDR format.
- HLSL's keyword row_major and column_major dertermines how to intepret the fetched data in constant register.
- column_major is the default option for matrix in hlsl.
phong reflection model formula:
reflection vector calculation:
parameters for Phong Shading Model
as1 -ka 0 0 0 -kd 0.55231 0.232 0.5612 -sp 30 -ks 0.262344 0.623421 0.1233 -dl -0.5 0.1234 -0.42 0.235 0.263 0.5 -pl 1.512 1.123 1.132 0.125 0.643 0.6423 -dl 0.125 0.125 0.125 0.125 0.125 0.125 -dl 0.6423 0.346 0.634 0.124 0.623 0.623 -dl 0.12312 0.512 0.1231 0.1231 0.123 0.5612 -dl 0.125 0.1245 0.321 1 1 1 -pl 1.512 1.3123 1.312 0.123 0.6236 0.623 -pl 1.1236 1.1236 1.6234 0.23460 0.3462 0.2346 -pl 1.2346 1.6342 1.423 0.123 0.632 0.6432 -pl 1.1236 1.6423 1.6423 0.123 0.632 0.6432
- The domain shader runs once per vertex and calculates final vertex's position & attributes.
- It receives the UVW from the fixed function tessellator,
SV_DomainLocation. - It receives the control point outputs from the hull shader.
- It receives the UVW from the fixed function tessellator,
- Hull Shader need to calcualte the tessellation factor perpatch
- SV_TessFactor
- SV_InsideTessFactor
- How does HW Tessellator work ?
- How to insert new vertex and keep topology ?
- In DirectX 11 Tessellation pipeline
- It's domain shader's responsibility to calculate final attribute of each vertex.
- SV_POSITION
- Other vertex attributes
- It's domain shader's responsibility to calculate final attribute of each vertex.
- spline_surfaces_subdivision
- Direct3D-11-In-Depth-Tutorial
- gtc2010
- surface@stanford
- T-Spline@autodesk
- GDC2011EpicNVIDIAComposite
- Cutman-clark
- discontinuities along the cube face edges in cubemap produces a hard seam artifact. So Why don't use spherical map?
- What is the highest format of texture supported by latest GPU hardware, 16-bit/channel? 32-bit/channel?
- ideas of environment mapping
- environment map
- physics and math of color and microfacet theory on siggraph 2015
- high resolution probes
- paul debevec's page
- microsoft's sample about HDR
- arcball
- GPU Programming Course
- Phong Shading
- Phong Model wiki
- How to generate torus mesh
- Microfacet Models for Refraction through Rough Surfaces
- sampling-microfacet-brdf
- WebGL Debugging wiki
- How WebGL Works
- Stackoverflow disscussion about how webgl works
- WebGL Water Shader