View Full Version : "Adaptive Terrain Tesselation on the GPU"

03-12-2009, 10:45 AM
These slides on NVIDIA's website are from a presentation on terrain tessel(l)ation.

terrain slides (http://developer.nvidia.com/object/siggraph-2008-terrain.html)

It's hard for me to glean a lot of information from the slides without the accompanying presentation. As far as I know, only ATI has an extension for Direct3D 9 and 10 that exposes a hardware tessellator. The tesselator is being added to Direct3D 11. Does NVIDIA have support for hardware tessellation? Is support ever going to be added to OpenGL?


03-12-2009, 11:39 AM
The slides mention the hull shader, which is a D3D11 concept, so I'm guessing it's for their next generation hardware.

03-12-2009, 12:00 PM
There's mention of tessellation (and its OpenGL history) in a recent Siggraph Asia 2008 OpenGL presentation (http://www.khronos.org/news/permalink/modern_opengl_its_design_and_implementation_slides _posted_on_khronos_develo/), so it's probably a good bet something's en route for GLSL.