shovenose
Senior Member
According to nvidia
Tessellation is a method of breaking down polygons into finer pieces. For example, if you take a square and cut it across its diagonal, you’ve “tessellated” this square into two triangles. By itself, tessellation does little to improve realism. For example, in a game, it doesn’t really matter if a square is rendered as two triangles or two thousand triangles—tessellation only improves realism if the new triangles are put to use in depicting new information.
The simplest and most popular way of putting the new triangles to use is a technique called displacement mapping. A displacement map is a texture that stores height information. When applied to a surface, it allows vertices on the surface to be shifted up or down based on the height information. For example, the graphics artist can take a slab of marble and shift the vertices to form a carving. Another popular technique is to apply displacement maps over terrain to carve out craters, canyons, and peaks.
http://www.nvidia.com/object/tessellation.html
Now thats being done by the programmer is this correct?
Now lets take a dx 11 gpu for example NVIDIA GTX480.
It has 15 Streaming Multiprocessors (SMs), each of which consists
of 32 Stream Processors (SPs), resulting in 480 cores in total.
GTX 285 (Dx 10)
30 processing cores
– 8 SIMD functional units per core
Best case: 240 mul-adds + 240 muls per clock
Now they say
Think of a GPU as a multi-core processor optimized for maximum throughput
So what ever instruction you give to the gpu it will be able to perform it just like a cpu? Is this correct?
Now the thing that I want to ask have anyone tried to force dx 11 on a dx 10 gpu? Dx 11 is not available when you have a dx 10 gpu but that is being disabled through software then.
Tessellation is just basically instructions how the gpu must go about. We will never know if its possible when no one has tried it.
Tessellation is a method of breaking down polygons into finer pieces. For example, if you take a square and cut it across its diagonal, you’ve “tessellated” this square into two triangles. By itself, tessellation does little to improve realism. For example, in a game, it doesn’t really matter if a square is rendered as two triangles or two thousand triangles—tessellation only improves realism if the new triangles are put to use in depicting new information.
The simplest and most popular way of putting the new triangles to use is a technique called displacement mapping. A displacement map is a texture that stores height information. When applied to a surface, it allows vertices on the surface to be shifted up or down based on the height information. For example, the graphics artist can take a slab of marble and shift the vertices to form a carving. Another popular technique is to apply displacement maps over terrain to carve out craters, canyons, and peaks.
http://www.nvidia.com/object/tessellation.html
Now thats being done by the programmer is this correct?
Now lets take a dx 11 gpu for example NVIDIA GTX480.
It has 15 Streaming Multiprocessors (SMs), each of which consists
of 32 Stream Processors (SPs), resulting in 480 cores in total.
GTX 285 (Dx 10)
30 processing cores
– 8 SIMD functional units per core
Best case: 240 mul-adds + 240 muls per clock
Now they say
Think of a GPU as a multi-core processor optimized for maximum throughput
So what ever instruction you give to the gpu it will be able to perform it just like a cpu? Is this correct?
Now the thing that I want to ask have anyone tried to force dx 11 on a dx 10 gpu? Dx 11 is not available when you have a dx 10 gpu but that is being disabled through software then.
Tessellation is just basically instructions how the gpu must go about. We will never know if its possible when no one has tried it.