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How can you tessellate degenerate triangles evenly?

If you use the tessellation shader for triangle patches, you can only set the following four values to define the tessellation structure of the triangle: ...
Thomas's user avatar
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Triangular Gregory patch

I found an implementation of the Triangular Gregory Patch here on CGSE. Their question is about the normal vectors, which I don't need at the moment because I only need the geometry I was thinking of ...
Thomas's user avatar
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Gregory triangle patch, calculating $b_{i,j,k}$

I am trying to implement the Triangular Gregory patch from this paper. The goal is to create a $G^1$ continuity across the patch boundaries. So that the normal vectors of neighboring triangles are ...
Thomas's user avatar
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interpolated normal vectors after tessellation. How to hash patch corner / edge vertices?

I have a 3D geometry (an asteroid) that is to be tessellated with respect to the camera position. Each vertex in the original mesh has a unique position and is stored once (VBO with IBO) In the ...
Thomas's user avatar
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Tessellation evaluation shader: vertex duplicates on triangle tessellation

I was very surprised when I ran my tessellation evaluation shader, which only counts the number of vertices through an atomicAdd command. for the following tessellation levels: ...
Thomas's user avatar
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enumerate vertices from tessellation evaluation stage (Triangle patch)

Is there any way to enumerate the generated vertices of a tessellation patch (triangles only) inside the tessellation evaluation shader? The tessellation levels will only be integer values with ...
Thomas's user avatar
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tilling the Hyperbolic plane

i am trying to tile a hyperbolic plane using the poincaré or Beltrami–Klein disk model. I am doing it recursively and i don't know how to detect overlapping tiles. I think they are causing bugs ...
Sedenion's user avatar
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Find good gl_TessLevel for edge distance and edge length

I have a triangular mesh that is read from an ".obj" file and is to be tessellated with respect to the camera position. I try to avoid T-junctions by tessellating common edges with the same ...
Thomas's user avatar
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Having trouble rendering entire sphere

I'm working on a program where I need to draw spheres. The method I'm using is creating an octahedron And using tessellation shaders to subdivide it into a sphere, however there is a patch of the ...
Chillzy's user avatar
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How would you represent a mesh with tris and quads?

My understanding is that, while subdivision algorithms like Catmull-Clark can work for any polygonal mesh (including triangles) it's preferable to start with a quad mesh. Currently my rendering engine ...
Chris Gnam's user avatar
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Motivation behind tesselation

This question is NOT about the hardware difficulties and shortcomings of tesselation shaders I am trying to understand the motivation behind tesselation shaders. Why/when/where tesselation is a good ...
Vectorizer's user avatar
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Tessellation Controll Shader how to get maximum subdivisions limit?

I have a low-poly mesh and I want to add structure on the surface. The setup: The mesh consists of triangles. Within the TCS the pixel-length for each of the three edges will be calculated and ...
Thomas's user avatar
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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 ...
Makogan's user avatar
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2 votes
2 answers
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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 ...
jheindel's user avatar
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2 votes
1 answer
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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....
YardenJ2R's user avatar
1 vote
1 answer
151 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 ...
mkay's user avatar
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2 votes
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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 ...
Brady Jessup's user avatar
4 votes
1 answer
369 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 ...
scx's user avatar
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4 votes
1 answer
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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 ...
Ivan Yakovlev's user avatar
4 votes
1 answer
216 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 ...
J.Doe's user avatar
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6 votes
2 answers
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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 ...
ApoorvaJ's user avatar
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