Tessellation is an advanced rendering technique in DirectX that allows for the dynamic subdivision of polygons to create more detailed and smoother surfaces. This technique is particularly useful for rendering complex models and terrains with high levels of detail without the need for an excessive number of pre-defined vertices.

Key Concepts

  1. Tessellation Stages:

    • Hull Shader (HS): Processes control points and generates tessellation factors.
    • Tessellator: Subdivides the patches based on the tessellation factors.
    • Domain Shader (DS): Computes the final vertex positions of the subdivided patches.
  2. Control Points: Points that define the shape of the patch to be tessellated.

  3. Tessellation Factors: Values that determine how much a patch should be subdivided.

  4. Patch Topology: The shape of the patch, such as triangles, quads, or isolines.

Setting Up Tessellation

Step 1: Define Control Points

Control points are the vertices that define the initial shape of the patch. For example, a quad patch would have four control points.

struct ControlPoint
{
    XMFLOAT3 Position;
};

Step 2: Hull Shader

The Hull Shader processes the control points and generates tessellation factors. It consists of two main parts: the Hull Shader function and the Hull Shader constant function.

// Hull Shader constant function
HS_CONSTANT_DATA_OUTPUT HSConstantFunction(InputPatch<ControlPoint, 4> inputPatch, uint patchID : SV_PrimitiveID)
{
    HS_CONSTANT_DATA_OUTPUT output;
    output.EdgeTessFactor[0] = 4.0f; // Tessellation factor for edge 0
    output.EdgeTessFactor[1] = 4.0f; // Tessellation factor for edge 1
    output.EdgeTessFactor[2] = 4.0f; // Tessellation factor for edge 2
    output.EdgeTessFactor[3] = 4.0f; // Tessellation factor for edge 3
    output.InsideTessFactor = 4.0f;  // Tessellation factor for the inside of the patch
    return output;
}

// Hull Shader function
[domain("quad")]
[partitioning("integer")]
[outputtopology("triangle_cw")]
[outputcontrolpoints(4)]
[patchconstantfunc("HSConstantFunction")]
ControlPoint HSMain(InputPatch<ControlPoint, 4> inputPatch, uint controlPointID : SV_OutputControlPointID)
{
    return inputPatch[controlPointID];
}

Step 3: Tessellator

The Tessellator is a fixed-function stage that subdivides the patch based on the tessellation factors provided by the Hull Shader.

Step 4: Domain Shader

The Domain Shader computes the final vertex positions of the subdivided patches.

[domain("quad")]
void DSMain(HS_CONSTANT_DATA_OUTPUT input, float2 uv : SV_DomainLocation, const OutputPatch<ControlPoint, 4> patch)
{
    float3 p0 = patch[0].Position;
    float3 p1 = patch[1].Position;
    float3 p2 = patch[2].Position;
    float3 p3 = patch[3].Position;

    float3 position = (1.0f - uv.x) * (1.0f - uv.y) * p0 +
                      uv.x * (1.0f - uv.y) * p1 +
                      (1.0f - uv.x) * uv.y * p2 +
                      uv.x * uv.y * p3;

    output.Position = float4(position, 1.0f);
}

Step 5: Rendering Pipeline Integration

Integrate the tessellation shaders into the rendering pipeline by setting the appropriate shader stages.

deviceContext->HSSetShader(hullShader, nullptr, 0);
deviceContext->DSSetShader(domainShader, nullptr, 0);
deviceContext->DrawIndexed(indexCount, 0, 0);

Practical Example

Let's create a simple example that demonstrates tessellation on a quad patch.

Example Code

// Define control points for a quad
ControlPoint controlPoints[4] = {
    { XMFLOAT3(-1.0f, -1.0f, 0.0f) },
    { XMFLOAT3(1.0f, -1.0f, 0.0f) },
    { XMFLOAT3(-1.0f, 1.0f, 0.0f) },
    { XMFLOAT3(1.0f, 1.0f, 0.0f) }
};

// Create and set the input layout, vertex buffer, and index buffer
// ...

// Set the tessellation shaders
deviceContext->HSSetShader(hullShader, nullptr, 0);
deviceContext->DSSetShader(domainShader, nullptr, 0);

// Draw the tessellated quad
deviceContext->DrawIndexed(indexCount, 0, 0);

Exercise

  1. Modify Tessellation Factors: Change the tessellation factors in the Hull Shader to see how it affects the level of detail.
  2. Experiment with Patch Topologies: Try using different patch topologies such as triangles or isolines.
  3. Implement a Displacement Map: Use a displacement map in the Domain Shader to create more complex surface details.

Solution

  1. Modified Tessellation Factors:

    output.EdgeTessFactor[0] = 8.0f; // Increased tessellation factor for edge 0
    output.EdgeTessFactor[1] = 8.0f; // Increased tessellation factor for edge 1
    output.EdgeTessFactor[2] = 8.0f; // Increased tessellation factor for edge 2
    output.EdgeTessFactor[3] = 8.0f; // Increased tessellation factor for edge 3
    output.InsideTessFactor = 8.0f;  // Increased tessellation factor for the inside of the patch
    
  2. Patch Topology Change:

    [domain("tri")]
    [partitioning("integer")]
    [outputtopology("triangle_cw")]
    [outputcontrolpoints(3)]
    [patchconstantfunc("HSConstantFunction")]
    ControlPoint HSMain(InputPatch<ControlPoint, 3> inputPatch, uint controlPointID : SV_OutputControlPointID)
    {
        return inputPatch[controlPointID];
    }
    
  3. Displacement Map Implementation:

    Texture2D displacementMap : register(t0);
    SamplerState samplerState : register(s0);
    
    [domain("quad")]
    void DSMain(HS_CONSTANT_DATA_OUTPUT input, float2 uv : SV_DomainLocation, const OutputPatch<ControlPoint, 4> patch)
    {
        float3 p0 = patch[0].Position;
        float3 p1 = patch[1].Position;
        float3 p2 = patch[2].Position;
        float3 p3 = patch[3].Position;
    
        float3 position = (1.0f - uv.x) * (1.0f - uv.y) * p0 +
                          uv.x * (1.0f - uv.y) * p1 +
                          (1.0f - uv.x) * uv.y * p2 +
                          uv.x * uv.y * p3;
    
        float displacement = displacementMap.Sample(samplerState, uv).r;
        position += float3(0.0f, 0.0f, displacement);
    
        output.Position = float4(position, 1.0f);
    }
    

Conclusion

Tessellation is a powerful technique in DirectX that allows for the dynamic subdivision of polygons, enabling the creation of highly detailed and smooth surfaces. By understanding and utilizing the Hull Shader, Tessellator, and Domain Shader stages, you can significantly enhance the visual quality of your 3D applications. Experiment with different tessellation factors, patch topologies, and displacement maps to fully leverage the capabilities of tessellation in your projects.

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