ATI will promote DirectX 1 and its tessellation feature at the Game Developers Conference 2009 in San Francisco next week:
The first DX11-related session to be held by ATI – Direct3D11 Tessellation Deep Dive – will exclusively cover tessellation feature of the forthcoming application programming interface developed by Microsoft Corp.
The Direct3D 11 introduces three new graphics pipeline stages designed for flexible tessellation. The session at GDC 2009 will summarize the design of the hull shader, tessellator, domain shader pipeline stages, and outline their intended usage. The second half of the talk will describe in depth and demonstrate the real-time Catmull-Clark subdivision surface approximation algorithm developed by Microsoft Research and implemented in the DirectX SDK samples.
Hardware tessellation is something that ATI has been developing for many years and it looks like the fans of curved surfaces will reach their Mecca with the introduction of DirectX 11.