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 Q&A

AMD DIRECTX 11,
Jon Story,
Dec - 2009

 

“ DirectX 11 tessellation pipeline allows developers to intuitively handle mesh density based upon factors such as distance from camera – this is a very nice way to handle LOD. We don’t think you will see the disappearance of classic LOD overnight, but over time we would expect more and more developers to choose the tessellation route… ”

   
Q1 ATI is working for years in the field of mesh tesselation (N-Patch technology). Are you satisfied with the way DX11 is handling mesh tesselation?
A1

Yes, DirectX 11 has defined a flexible tessellation pipeline that allows for many different algorithms to be implemented. We believe this will allow developers to be very creative in their use of DirectX 11 hardware. We have already seen that features such as characters, water and cloth benefit greatly from tessellation in shipped games (see both DiRT2 & STALKER: Call of Pripyat which are both already available in DirectX 11 form). As the original developers of hardware tessellation on the GPU we’re naturally delighted to see it arrive in this way as a key part of a true Open Standard. We have worked very closely with Microsoft on DirectX 11 all the way through the design and development of this powerful and flexible new API, and this collaboration has allowed us to come to market early and lead the way with DirectX 11 technology.

   
Q2 With dynamic tesselation : is it the end of LOD?
A2

Certainly the DirectX 11 tessellation pipeline allows developers to intuitively handle mesh density based upon factors such as distance from camera – this is a very nice way to handle LOD. We don’t think you will see the disappearance of classic LOD overnight, but over time we would expect more and more developers to choose the tessellation route…

   
Q3 With dynamic tesselation : is it the end of bump mapping?
A3

We would expect developers to start using displacement maps as the high quality way to achieve micro detail. However it may also be effective to tessellate objects to remove ugly silhouettes, and still apply bump mapping. It is really down to the developer to decide what works best for their particular application…

   
Q4 How can dynamic tesselation be faster than parallax occlusion mapping?
A4

Parallax Occlusion Mapping (POM) was a great technique in its time, however it was always an expensive cheat. The pixel shader for POM was _very_ expensive indeed, and the effect suffered from visual artifacts at certain viewing angles, and it was not possible to achieve MSAA quality. Displacement mapping, on the other hand, allows for a greatly simplified pixel shader, and doesn’t suffer from the visual problems that POM did. In short it’s the better way to solve this problem, so we expect developers to adopt this readily…

   
Q5 For games developpers : Is it easy too add mesh tesselation in their 3d engine?
A5 This really depends on what flavor of tessellation they wish to add. Some techniques like PN-Triangles (N-Patches), are very easy to add, since the source art meshes may need no change – this proved very effective in DiRT2. Obviously if displacement mapping is desired then an artist needs to generate these texture maps, and ensure that the models look correct with them applied. A great example of how well this can be done is the Unigine “Heaven” demo. This developer has integrated tessellation with displacement maps into their tool chain, and is achieving mind blowing results…
The adoption we’re seeing from developers is truly awesome, see attached slide…
   
Q6 For 3D artists : would they be able to take advantage of displacement mapping? Is their a special 3d format that can control subdivision?
A6 Artists would need a way to visualize their displacements on the final model, that could be done via a plug-in to one of the 3D packages, or via a custom build of their game engine that allows them to view models in the final rendered state. This would be a great question to ask to the Unigine developers since they have clearly cracked this problem already…
   
Q7   Would it be possible for CAD or DCC softwares to take advantage of this feature?
A7 There is nothing stopping these art tools from using the DirectX 11 tessellation pipeline, and I expect various plug-ins will pop up as we go forward…
   
Q8 Is it possible to control tesselation with OpenGL API ?
A8 Yes, it is possible to use our HW tessellator through OpenGL extensions…
   
   
 
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