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Tessellation (computer graphics)


In computer graphics, tessellation is used to manage datasets of polygons (sometimes called vertex sets) presenting objects in a scene and divide them into suitable structures for rendering. Especially for real-time rendering, data is tessellated into triangles, for example in OpenGL 4.0 and Direct3D 11.

A key advantage of tessellation for realtime graphics is that it allows detail to be dynamically added and subtracted from a 3D polygon mesh and its silhouette edges based on control parameters (often camera distance). In previously leading realtime techniques such as parallax mapping and bump mapping, surface details could be simulated at the pixel level, but silhouette edge detail was fundamentally limited by the quality of the original dataset.

In Direct3D 11 pipeline (a part of DirectX 11), the graphics primitive is the patch. The tessellator generates a triangle-based tessellation of the patch according to tessellation parameters such as the TessFactor, which controls the degree of fineness of the mesh. The tessellation, along with shaders such as a Phong shader, allows for producing smoother surfaces than would be generated by the original mesh. By offloading the tessellation process onto the GPU hardware, smoothing can be performed in real time. Tessellation can also be used for implementing subdivision surfaces, level of detail scaling and fine displacement mapping.OpenGL 4.0 uses a similar pipeline, where tessellation into triangles is controlled by the Tessellation Control Shader and a set of four tessellation parameters.


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