Questions tagged [tesselation]

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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 ...
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Are there English translation of Voronoï, Georges's two papers on Voronoi diagram?

1.Voronoï, Georges (1908a). "Nouvelles applications des paramètres continus à la théorie des formes quadratiques. Premier mémoire. Sur quelques propriétés des formes quadratiques positives ...
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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 ...
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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 ...
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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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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 ...
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1 vote
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....
1 vote
1 answer
144 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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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 ...
4 votes
1 answer
337 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 ...
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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 ...
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1 answer
213 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 ...
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6 votes
2 answers
706 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 ...
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