Triangle Tessellation with Clamped Parallelograms

John Hable
Hardware tessellation as we know it today (Dx11-style) had its origins on the Xbox 360, which released in 2005. Time flies, right? It was a natural step in the evolution toward film-quality realtime rendering. After all, tessellation was a key component of the original Pixar Reyes paper [7]. Now that it’s 20+ years later, we have more experience with the algorithm, and hardware tessellation has not become the solution for these use cases. But the core ideas in Dx11-style tessellation are still..