Questions tagged [tesselation]
The tesselation tag has no usage guidance.
19
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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 ...
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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 ...
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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:
...
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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 ...
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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 ...
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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 ...
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191
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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 ...
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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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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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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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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....
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150
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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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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 ...
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356
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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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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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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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2
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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 ...