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All the graphics rendering platform like OpenGL and Direct3D have dedicated unit for tessellation (geometry subdivision)

In Direct3D 11 pipeline, 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.

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.