Questions tagged [tesselation]

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Approximating Geodesics in a half edge DS, how can I refine my mesh to get good approximations

I implemented Djikstra's shortest path algorithm to approximate Geodesics on arbitrary meshes. Djikstra's works, but I noticed a problem inherent to the discretization of my meshes. Consider the ...
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0answers
33 views

C++ code to subdivide skinny 3D triangles into more regular triangles

I am currently in the search for a C++ function that takes a triangle and some input control data (e.g. max area) and returns a list of triangles that are as equilateral as possible. I know there are ...
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2answers
70 views

Techniques for making tesselated shapes appear smoother?

What are some common techniques for making the edges on a tesselated shape less apparent without increasing the amount of tesselation which is actually carried out? As an example, I followed along ...
1
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1answer
128 views

How to compute normal in quartic Walton-Meek's Gregory patch in tessellation shader?

I am programing a tessellation shader in OpenGL which computes the quartic Walton-Meek's Gregory patch. I am searching for a local G1 method with good shading/visual results. So I am trying this patch....
1
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1answer
97 views

Tessellation Speed in terms of interpolated points per second

For a research project, I have written a Tessellation Shader to interpolate solution points of a 3-Dimensional mathematical equation. Therefore I don't use any techniques for displacement, I merely ...
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0answers
66 views

Proper way to reduce tessellation on front faces?

I am currently trying to reduce the tessellation levels on front facing triangles, but I also want to keep tessellation levels high on edges (so when the view vector is orthogonal to the triangle ...
5
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1answer
257 views

Tesselation sine distortion?

I am experimenting on a simple wave tessellation shader. I ported it from a working vertex shader. When my frequency is higher than 1, I get strange "saw-tooth" artifacting at peaks of the wave. Here ...
4
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1answer
278 views

What is better to use for real-time computing Mesh - Plane intersection points, GPU or CPU?

I want to write plugin (library) for Unity3d (it doesn't matter which framework I will choose for this, question is ), for cutting arbitrary mesh with plane (for simplicity it will be plane for ...
6
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1answer
198 views

Weird rendering in rectangle mesh shader AKA Why has my basic shader become a modern art generator?

I am trying to translate an old (2013) bit of code from Apple from objective C to Swift with some modifications I need for my simulation. The code I am translating can be found here To make ...
5
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2answers
470 views

Why did tessellation come to be a prominent feature?

Tessellation has been touted as one of the major features in newer graphics APIs like DirecX 11, and it is shown as a standalone stage in a modern graphics pipeline. Compared to the amount of ...