I'm confused about tessellation. All the docs state that the maximum tessellation for a quad is 64 which effectively increases a 2-triangle quad into 64x64x2 triangles consistently across the original patch/quad. What I've seen online though is dynamic/localised tessellation where particular areas of the quad can be tessellated more than others, sometimes by using a grayscale texture or something similar. I've also seen distance-based demos where it looks like tessellation happens gradually at a particular distance from the camera - so you effectively end up with a round area of tessellation around the camera.
Does anyone know how this can be done?