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Tessellation graphics
Tessellation graphics






tessellation graphics tessellation graphics

TESSELLATION GRAPHICS OFFLINE

Tessellation was a commonly used technique in offline rendering softwares to add a greater level of realism to computer modeled objects as well as it has been often used as a preprocessing technique for real-time graphics applications. This is done by subdividing the polygons of the mesh into smaller polygons and, if needed, alter the position of the generated vertices to better fit the theoretical shape of the object that is being modeled by the mesh. Geometry tessellation is a graphics technique used to amplify the geometric details of a particular mesh. In this article I would like to present a brief introduction to tessellation and discuss about its evolution that resulted in what we can see in the latest technology demos and game titles. While the official support from all the commodity graphics card vendors and the relevant APIs are quite recent news, little to no people know that hardware tessellation has a long history in the world of consumer graphics cards. With the introduction of Shader Model 5.0 hardware and the API support provided by OpenGL 4.0 made GPU based geometry tessellation a first class citizen in the latest graphics applications. This article remains public for those who may find it useful despite its flaws. Additionally, it likely contains technical inaccuracies, opinions that the author may no longer align with, and most certainly poor use of English. DISCLAIMER: This article was migrated from the legacy personal technical blog originally hosted here, and thus may contain formatting and content differences compared to the original post.








Tessellation graphics