Abstract
A tessellation operator increases the number of nodes in a mesh and can be understood as an upsampling method for polygonal surfaces. Using real-time tessellation allows the application developer to specify a coarse mesh at the application level, but dynamically add vertices as needed at GPU level. This high resolution mesh may then be used to sample a (visually) smoother surface, eventually displaced using scalar or vector maps.
| Original language | English |
|---|---|
| Title of host publication | GPU Pro |
| Subtitle of host publication | Advanced Rendering Techniques |
| Publisher | CRC Press |
| Pages | 33-39 |
| Number of pages | 7 |
| ISBN (Electronic) | 9781439865538 |
| ISBN (Print) | 9781568814728 |
| DOIs | |
| Publication status | Published - 1 Jan 2010 |
| Externally published | Yes |