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|Session Name:||Advanced Visual Effects with DirectX 11: DX11 Software Tessellation|
|Track / Format:||Programming|
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|Overview:||This talk will explore how having access to DX11 compute shaders allows us to manipulate geometry completely on the GPU in new and interesting ways. The primary use case that will be discussed is on-demand terrain tessellation, where a software solution running in compute shaders will be compared with the hardware tessellator as it was used in Civilization V.|