Questions tagged [tesselation]
The tesselation tag has no usage guidance.
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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....
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...