{"title":"Implementing Phong tessellation at DirectX11 ( DirectX11 \u3067\u306e PhongTessellation \u306e\u5b9f\u88c5 )","type":"rich","provider_url":"https://hatena.blog","width":"100%","blog_url":"https://hanecci.hatenadiary.org/","image_url":"https://cdn-ak.f.st-hatena.com/images/fotolife/h/hanecci/20110626/20110626224845.jpg","description":"At 20101016, I implemented a very simple Phong Tessellation using Geometry Shader.\u53bb\u5e74, \u5358\u7d14\u306a Phong Tessellation \u3092\u30b8\u30aa\u30e1\u30c8\u30ea\u30b7\u30a7\u30fc\u30c0\u3067\u5b9f\u88c5\u3057\u3066\u307f\u307e\u3057\u305f.GeometryShader \u3067, Phong Tessellation \u3092\u5b9f\u88c5\u3057\u3066\u307f\u307e\u3057\u305f - OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0 This time, I have implemented Phong Tessellation at DirectX11 using Thinkpad W520.\u4eca\u56de\u306f Direc\u2026","author_name":"hanecci","url":"https://hanecci.hatenadiary.org/entry/20110626/1309095558","categories":[],"author_url":"https://blog.hatena.ne.jp/hanecci/","height":"190","blog_title":"OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0","provider_name":"Hatena Blog","html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Fhanecci.hatenadiary.org%2Fentry%2F20110626%2F1309095558\" title=\"Implementing Phong tessellation at DirectX11 ( DirectX11 \u3067\u306e PhongTessellation \u306e\u5b9f\u88c5 ) - 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>","version":"1.0","published":"2011-06-26 22:39:18"}