Questions tagged [tesselation]

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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
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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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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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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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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