{"published":"2011-10-30 02:21:10","type":"rich","provider_name":"Hatena Blog","blog_url":"https://hanecci.hatenadiary.org/","html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Fhanecci.hatenadiary.org%2Fentry%2F20111030%2F1319995270\" title=\"About &quot;partitioning method&quot; in Hull Shader entry point - 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>","width":"100%","author_name":"hanecci","title":"About \"partitioning method\" in Hull Shader entry point","author_url":"https://blog.hatena.ne.jp/hanecci/","height":"190","version":"1.0","blog_title":"OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0","provider_url":"https://hatena.blog","categories":[],"image_url":null,"description":"\u571f\u65e5\u306b \"Practical Rendering and Computation with Direct3D 11\", Jason Zink, Matt Pettineo, Jack Hoxley. \u3092\u5c11\u3057\u305a\u3064\u8aad\u3093\u3067\u3044\u307e\u3059.\u3053\u306e\u672c\u3067\u306f Tessellation \u95a2\u4fc2\u306e\u8aac\u660e\u304c\u305d\u3053\u305d\u3053\u3055\u308c\u3066\u3044\u308b\u306e\u304c\u826f\u3044\u3067\u3059.\u4eca\u56de, Hull shader \u306e\u30a8\u30f3\u30c8\u30ea\u30dd\u30a4\u30f3\u30c8\u3067\u6307\u5b9a\u3059\u308b \"partitioning method\" \u306e\u5f79\u5272\u306b\u3064\u3044\u3066\u66f8\u3044\u3066\u3042\u3063\u305f\u306e\u3067, \u8efd\u304f\u7d39\u4ecb\u3057\u3066\u307f\u307e\u3059. \u3053\u308c\u306f\u56fa\u5b9a\u6a5f\u80fd\u306e\u30c6\u30c3\u30bb\u30ec\u30fc\u30bf\u306b\u6e21\u3055\u308c\u308b\u3082\u306e\u3067, \u30c6\u30c3\u30bb\u30ec\u30fc\u30b7\u30e7\u30f3\u4fc2\u6570\u306e\u89e3\u91c8\u306e\u4ed5\u65b9\u3092\u3059\u308b\u3082\u306e\u3067, \u4ee5\u4e0b\u306e 4 \u7a2e\u985e\u306e\u5024\u304c\u3042\u308a\u307e\u3059. i\u2026","url":"https://hanecci.hatenadiary.org/entry/20111030/1319995270"}