Tessallation dividesgiant subjects into smaller pieces – either irregular tetrahedrons, or irregular hexahedrons
Today Microsoft unveils more details about the next generation API – DirectX 11. The Compute Shader, Tessallation, Multi-thread randerings and GPGPU support are included.
First, Computer Shader will change GPU sharply, allowing developersto to utilize video cards as parallel processors. GPU will be used for more than a 3D Graphics but general computing as well. That means GPGPU and Physics Processing is supported.
In addition to the GPGPU support, DX11 will also support for Tessallation, which divides a giant subjects into smaller pieces for rendering. By Tessalation, we can see smoother and more attractive models and scenes. As we know, R600 has been supporting for Tessalation thus AMD keep ahead of NVIDIA again.
Furthermore, Multi-threaded resource handling which better takes advantage of multi-core machines is mentioned, but Ray-Tracing is still unknown.
At last, DirectX 11 will be capable with old DX10, DX10.1 hardware and will be available only on Windows Vista and future version of Windows. And futher details will be unveiled in the future.
The bullet points, as provided by Microsoft, are the following:
- Full support (including all DX11 hardware features) on Windows Vista as well as future versions of Windows
- Compatibility with DirectX 10 and 10.1 hardware, as well as support for new DirectX 11 hardware
- New compute shader technology that lays the groundwork for the GPU to be used for more than just 3D graphics, so that developers can take advantage of the graphics card as a parallel processor
- Multi-threaded resource handling that will allow games to better take advantage of multi-core machines
- Support for tessellation, which blurs the line between super high quality pre-rendered scenes and scenes rendered in real-time, allowing game developers to refine models to be smoother and more attractive when seen up close