5
votes
Accepted
Tesselation sine distortion?
Not enough triangles. The situation is analogous to the sampling theorem that states that you can not reconstruct a signal if your sample frequency is below a certain threshold. Although in this, case ...
4
votes
How to compute normal in quartic Walton-Meek's Gregory patch in tessellation shader?
Computing exact derivatives of Gregory patches is hard due to the rational blending that occurs for the inner control points. Many people thus opt for an easier solution where the rational blending ...
3
votes
Accepted
Techniques for making tesselated shapes appear smoother?
GL_SMOOTH interpolates the vertex attributes of the primitive (triangle), it looks like your normals are setup per face, rather than per vertex.
If using normal per face (i.e. a single normal for ...
3
votes
Accepted
What is better to use for real-time computing Mesh - Plane intersection points, GPU or CPU?
doing the calculation to decide whether a point is on one side of a plane or the other is very simple (a single dot product). Doing that 3 times and having a special case when they don't match to ...
3
votes
Accepted
Weird rendering in rectangle mesh shader AKA Why has my basic shader become a modern art generator?
I think you are not constructing the index buffer correctly. Firstly you only need 1 degenerate vertex to terminate each triangle-strip row.
You also should not need any special handling for odd/...
3
votes
Accepted
Motivation behind tesselation
Wouldn't the new triangles formed after tesselation lie on the same plane as the original triangle, thus have the same normal?
No. The domain shader / tessellation evaluation shader can move the new ...
2
votes
Accepted
Tessellation evaluation shader: vertex duplicates on triangle tessellation
Is there an option in OpenGL or GLSL to disable the creation of these duplicates?
No.
The tessellation system generates primitives. That means that, at the point the primitive is generated, all of ...
2
votes
Accepted
enumerate vertices from tessellation evaluation stage (Triangle patch)
After a whole day of brain stress, I found a method to enumerate them:
...
1
vote
Accepted
Gregory triangle patch, calculating $b_{i,j,k}$
If you want to implement triangular Gregory patches then you do not have to choose $n$ since a triangular Gregory patch is special kind of quartic B'ezier triangle, so $n = 4$. The patch has special ...
1
vote
Accepted
Tessellation Controll Shader how to get maximum subdivisions limit?
The tessellation limit is GPU dependent..Any number above the GPU limit is technically an error but most gpu's just clamp to the upper limit. To get beyond the limit either use a Level Of Detail (LOD) ...
1
vote
Tessellation Speed in terms of interpolated points per second
If you’re only tessellating the model once and never changing the density of the mesh then tessellation is probably a waste of time here—any measurements you make would include all the extra work the ...
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