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Tessellation hugely exciting says AMD exec.

by Sylvie Barak on 26 October 2009, 10:01

Tags: AMD (NYSE:AMD)

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Drowning in floating points

Before tessellation, high-quality computer-generated characters required significant compute resources, but after tessellation came into play, developers could use low-quality models, run through the tessellation engine - thereby creating high-detail models with a lower compute overhead.

Talking to HEXUS recently, Huddy admitted he found tessellation titillating, telling us it "solves a lot of problems and can do some very cool things with floating point math."

"We would like to be able to use it to render movies in real time," Huddy told us, adding this was now much closer to reality thanks to DX11.

Huddy explained that paired with parallax mapping - an enhancement of the bump-mapping techniques applied to textures in 3D rendering apps - tessellation made it that much simpler to carry out the sub-division surface calculations which smashed the surface up and rendered things more "pixel perfect".

"It achieves a much higher quality at three times the speed," Huddy marvelled, noting "none of us knew that would be the standard use of tessellation."

"We can fake the whole thing in the DX11 pipeline," he concluded.

 



HEXUS Forums :: 9 Comments

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Great. So how about enabling the tesselation features that are present in earlier series (eg hd4000) as well?
kalniel
Great. So how about enabling the tesselation features that are present in earlier series (eg hd4000) as well?

because it's easier and cheaper to code for DX11 then to code for one specific device.
HW_90
because it's easier and cheaper to code for DX11 then to code for one specific device.
Surely not that point. If the hardware capability exists to do it, it should be possible to enable the software path by either a driver or BIOS update… making earlier Radeon cards able to support DX11 tesselation…
HW_90
because it's easier and cheaper to code for DX11 then to code for one specific device.

Device and even game- specific coding is present in drivers already. And while the tesselating engine had changed a little for dx11 it shouldn't have changed so much that the brilliant software engineers couldn't come up with an elegant fall-back to ATI tesselation when developers call dx11 tesselation.
kalniel
Device and even game- specific coding is present in drivers already. And while the tesselating engine had changed a little for dx11 it shouldn't have changed so much that the brilliant software engineers couldn't come up with an elegant fall-back to ATI tesselation when developers call dx11 tesselation.

Where's the profit in them doing so? They can't even release half decent Linux drivers either; there's no resource free for coding card specific workarounds to create a partial DX11 when there's probably some hardware limitations anyway.

PK