D3D11 Terrain Tessellation Demo 2 - Wireframe

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Uploaded by on Apr 13, 2009

A quick demo of a terrain/surface segment rendered using an adaptation of Greg Snook's "Simplified terrain using interlocking tiles" algorithm (Game Programming Gems 2) that runs entirely on the GPU using Direct3D 11. The application provides only a 20x20 grid of vertices and a height map and the Hull and Domain shaders generate everything else.

This video is a modification on previously posted in that it uses [partitioning("fractional_odd")] rather than the "integer" partitioning mode. The upshot is that the transitions between LOD levels are smoother and the popping artifacts present in the previous video are now eliminated.

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Science & Technology

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Standard YouTube License

  • likes, 4 dislikes

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Uploader Comments (jhoxley)

  • That's really cool! Can you see the LOD change at all with a solid fill?

  • thanks :)

    It's much harder to see with solid fill, but if you look closely and know what you're looking for then yes, you can see the transitions. In the context of a game or other interactive demo I doubt anyone would really notice though...

Top Comments

  • you don't need actual DX11 hardware, you can use the reference driver that simulates the GPU on the CPU I think. It's really slow but it works.

  • this is geometry, not lighting. raytracing is what you need to beat pixar and Transformers.

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All Comments (14)

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  • The difference between foreground and background is too extreme.

  • ATI and nVidia have D3D11 Cards way before you get them... so they can develop demos, test issues, improve drivers, etc., but before DX 11 came out DX 10 on Vista with the DX SDK determines if you have the features capable (which ATI HD Cards had tessillation) for the demo... so if your card was an ATI it just worked from there, but ATI Cards w/ direct compute have better framerates...

  • How did you get D3D11 compatible hardware 5 months ago?

  • @iuliusceasar: photon mapping is a computational algorithm for ray tracing. The two are not the same, to the big boys or anyone else.

  • These things exist in technical papers that have been around since the 70s and the 80s. As chips get more powerful they can implement them in real time. But yea, ray tracing is what the big boys use and now photon mapping is becoming popular but we are still along way from being able to do that in real time in a game running full screen.

  • This is what Frostbite does.

  • By-the-bye, Both Transformers movies sucked hard.

  • Have you seen Crysis, Final Fantasy XIII, UFC 2009, Heavy Rain, Gran Turismo 5, and Colin McRae: DiRT 2?

    All we need is one more console jump and games can look photorealistic.

    Even NVIDIA showed real time hair rendering at SIGGRAPH 2008 using Tessellation

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