{"author_url":"https://blog.hatena.ne.jp/hanecci/","url":"https://hanecci.hatenadiary.org/entry/20110326/1301121276","blog_url":"https://hanecci.hatenadiary.org/","html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Fhanecci.hatenadiary.org%2Fentry%2F20110326%2F1301121276\" title=\"Tessellation stages in DirectX11 Shader Model 5.0 - OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0\" class=\"embed-card embed-blogcard\" scrolling=\"no\" frameborder=\"0\" style=\"display: block; width: 100%; height: 190px; max-width: 500px; margin: 10px 0px;\"></iframe>","author_name":"hanecci","provider_url":"https://hatena.blog","description":"DirectX11 Shader Model 5.0 \u3067\u306e\u30c6\u30c3\u30bb\u30ec\u30fc\u30b7\u30e7\u30f3\u306b\u95a2\u4fc2\u3057\u305f\u5404\u30b9\u30c6\u30fc\u30b8\u304c\u884c\u3046\u51e6\u7406\u306b\u3064\u3044\u3066, \u4ee5\u4e0b\u306b\u8aac\u660e\u3057\u3066\u307f\u307e\u3059.I will try to explain what kind of process is done by stages related with tessellation in DirectX11 shader model 5.0 . 0. \u30cf\u30eb\u30b7\u30a7\u30fc\u30c0 ( Hull Shader ) 0 (a) \u30cf\u30eb\u30b7\u30a7\u30fc\u30c0\u3067\u306e\u5236\u5fa1\u70b9\u306e\u30b7\u30a7\u30fc\u30c7\u30a3\u30f3\u30b0 ( Hull Control Point Shading ) \u3053\u306e\u95a2\u6570\u3067\u306f\u5165\u529b\u3057\u305f\u30d1\u30c3\u30c1\u306e\u5236\u5fa1\u70b9\u3092, \u51fa\u529b\u3059\u308b\u30d1\u30c3\u30c1\u306e\u5236\u2026","blog_title":"OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0","published":"2011-03-26 15:34:36","width":"100%","provider_name":"Hatena Blog","image_url":null,"height":"190","version":"1.0","categories":[],"type":"rich","title":"Tessellation stages in DirectX11 Shader Model 5.0"}