My previous tessellation example was just a 2D, screen-space quad. My latest example steps into the world of 3D.
No code to share, just a pretty little video. It shows a cube being tessellated on the fly to form a sphere. What's being done is each quad is being tessellated and then the vertex position is normalized.
I was lazy and instead of making an entire cube with 6 sides, I only built a vertex/index buffer for 3 sides. You can only tell when I move the camera around at the end of the video.
I was getting about 1500 fps for the cube and about 900 fps for the fully tessellated sphere. 63*63*3*2 = 23,814 triangles!
Here ya go: