No. Not at all the philosophy and concepts of the D3D10 remain unchanged! The big difference is that D3D11 introduces some interesting new features on top of the D3D10 core:
- two new shader stages for tessellation
- calculate shader stage to execute GPGPU
- dynamic shader communication
- multithreading (immediate and deferred rendering context)
- (for hardware level targeting such as D3D10.x and D3D9 GPUs)
- byte address and structured buffers
- HLSL (popcount, bitreversal ..)
- ...
DXSDK!