directx - Phong Shading vs Tessellation -
i ran across phong shading while looking @ source engine. desription sounds tessellation. when looked up, didn't find directly comparing two. in directx tessellation isn't used phong shading in hlsl. what's difference? , 1 should use?
phong shading not directly related dx11 tessellation, because both can smooth lighting details can see how confused.
tessellation dynamically increases geometric detail based on parameters (often camera distance). can increase lighting quality (maybe relationship phong?) silhouette detail. shading advantages (not silhouette detail) can simulated entirely in pixel shaders without tessellation.
phong shading pixel shading technique. not affect geometric detail. similar standard opengl gouraud shading, except instead of interpolating lighting value across pixels of surface, normal interpolated across surface , renormalized @ each pixel. gives more accurate lighting results called "per pixel lighting" opposed "per vertex lighting"
you reasonably (and commonly) use both effects @ same time @ different parts of pipeline.
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