7/29/2023 0 Comments Whats a tessellationSemi-regular tessellations: When two or three different polygonal shapes share a common vortex, it is called a semi-regular tessellation. These have interior angles which are divisors of 360. There are three types of regular tessellations, those being triangles, hexagons, and squares. Regular tessellations: Regular tessellations are tile coverings made up of only one shape. There are three types of tessellations that you’re going to come across, and they are as follows: What are The Three Types of Tessellations? Things like a tile floor or a chessboard are an example of a tessellation pattern.Īs tessellation is the much more common of the two, we’re going to be focusing our efforts on those for the majority of this article. A tessellation is the covering of a flat plane surface with one or more geometric shapes, in which there are no gaps. Tessellations, on the other hand, are much more common. Outer tessellation level decides how edge of the primitive will be divided while, inner tessellation level deals with how inner part of patch will be divided.It is quite rare you’re ever going to have to use or come across fractals, whether it be art, geometry, mathematics, or otherwise. Problems with method I have implemented ?įor the primitives that share edges the outer tessellation level needs to be carefully generated.The outer tessellation level generated for edges shared by primitives must match else we will get cracks.For different orientations sometimes its very tricky to match this levels. Depending on this distance decide the Outer and inner tessellation levels. For every edge of the primitive find distance of that edge and Eye Position.Ģ. It is pretty straight forward to implement it.Following is the algorithm that describes those stepsġ. In this article I have implemented first method. There are couple of methods on how we can implement it. Hence we are taking full advantages of GPU. Also next stage of tessellation which is Fixed Function stage (Primitive Generator) will also be heavily parallel. As vertex shader runs per vertex ,Tessellation Control Shader is called per patch and this invocations could be in parallel. We are generating vertices on fly so whole workload is on GPU. We can start with very low poly model. Hence when we sending vertices from CPU to GPU load is minimum.Ģ. We now with programmable pipeline have tessellation shader stage.For given patch (patch is just bunch of vertices forming new primitive for tessellation) we can decide the outer and inner tessellation level on the fly and this will generate and produce new vertices on the fly. Again this solution is not scalable and there is limited VRAM available and hence not best solution. Other solution to subdivision of surfaces on CPU is to keep multiple copies of Mesh with different LOD active in memory and depending on distance from eye position draw appropriate Mesh. This will result in degrading performance and making your application CPU bound. If there are very high level of details, work of CPU will be more. Whole work load of sub dividing surfaces is on CPU side hence, not taking much advantage of parallel nature of GPU. we are bound by bus bandwidth when copying new generated vertices from CPU to GPU.As the level of detail increases and hence, more number of vertices needs to be copied.This will degrade performance of your application and make it bus bandwidth bound.Ģ. There were two distinct disadvantages to this scheme,ġ. What was done before programmable pipeline ?ĭynamic level of details previous to programmable pipeline used to be implemented on CPU and then push modified vertices down the pipeline.
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