# Is it possible to dispatch a specific range of thread groups in D3D compute?

I have a procedural 3D texture that is generated in a compute shader. I want to update a small, specific portion of the texture only (eg: bottom right corner). It seems wasteful to dispatch all thread groups when only a small group of texels needs to be recomputed. Is there a way for me to dispatch only a small range with an offset?

D3D12 only seems to support:

void Dispatch(
);


Where as I want to do:

void Dispatch(