-- [Vertex Shader](/wiki/vertex_shader)
-- [Fragment Shader](/wiki/fragment_shader)
-- [Geometry Shader](/wiki/geometry_shader)
-- [DirectX](/wiki/directx)
-- [OpenGL](/wiki/opengl)
+After the tessellation factors are determined, a fixed-function **Tessellator** stage subdivides the geometry based on these factors, generating a higher density of vertices. These new vertices are then passed to the [Domain Shader](/wiki/domain_shader) (DirectX) or [Tessellation Evaluation Shader](/wiki/tessellation_evaluation_shader) (OpenGL). This final programmable stage is where fine-grain details are applied, often by displacing the newly created vertices based on data like [Height Map](/wiki/height_map)s or normal maps, creating realistic surfaces like terrain, character models, and organic shapes without increasing the base mesh complexity.
+This process is crucial for implementing technologies like [Adaptive Tessellation](/wiki/adaptive_tessellation), where the level of detail changes dynamically based on the camera's distance to an object, optimizing performance by only applying high detail where it's most visible.
+- [Hull Shader](/wiki/hull_shader)
+- [Domain Shader](/wiki/domain_shader)
+- [Graphics Pipeline](/wiki/graphics_pipeline)
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