{"blog_url":"https://hanecci.hatenadiary.org/","provider_url":"https://hatena.blog","width":"100%","image_url":"https://developer.nvidia.com/sites/default/files/akamai/gameworks/images/GDC14/godrays_on.jpg","html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Fhanecci.hatenadiary.org%2Fentry%2F20151119%2Fp4\" title=\" From Terrain to Godrays: Better Use of DX11 Tessellation - 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>","provider_name":"Hatena Blog","blog_title":"OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0","url":"https://hanecci.hatenadiary.org/entry/20151119/p4","type":"rich","published":"2015-11-19 00:00:09","categories":["GAME_GFX","NVIDIA_GAMEWORKS"],"version":"1.0","title":" From Terrain to Godrays: Better Use of DX11 Tessellation","description":"https://developer.nvidia.com/content/terrain-godrays-better-use-dx11-tessellation","height":"190","author_url":"https://blog.hatena.ne.jp/hanecci/","author_name":"hanecci"}