So parts of the mesh will be resoluted higly and have a lot of details due to the displacement map and others will be just rendered in very low resolution and thus very fast. based on the current viewpoint and then use a displacement map to make the object look more realistic. You say dynamically which parts of the mesh shall be subdivided further, e.g. When I activate Flat Tessellation and put in a constant 0. The idea is to project a white circle at the player/camera position and use that info to tessellate the area close to the player. To pick up the previous statement, to see your mesh in full resolution, you would have to render 8192 triangles instead of just a quad for all the quads in your mesh, so you would need to render everything in highest resolution and make the rendering up to 4000 times slower.Īt this point, the tessellation shading stage comes into the game. Tessellation 'Off' same fps as 'On' (Landscape with 0/1 constant) Hello, I am trying to optimize tessellation for my landscape. This comes to the high cost of way way more primitives (vertices) to be rendered. On the other hand, displacement mapping really transforms the mesh vertices based on a texture, not just act as it would have been transformed and do further computations like lighting with this information. You see, the bump mapping object is still a sphere, even though it looks like it has bumps due to correct shadows applied. As with World Displacement, for this to be enabled, the Tessellation property must be set to something other than None. The graphic in your referenced article demonstrates this quite good: Tessellation Multiplier controls the amount tessellation along the surface, allowing more detail to be added where needed. by computing the lighting of the "real" object from an additional texture and apply this to the quad. In Bump mapping, you would render a quad and given a texture with further information, you would still render it as a single quad but make it look like it would be more detailed. For instance, based on the fact how far a quad of a mesh is away from the camera and if it can be seen by the viewer at all, it can say to discard the quad entirely, just handle it as 2 triangles or even at 8192 triangles. The tessellation shading unit gets as an input an arbitrary mesh (like a quad, triangle, line.) and can subdivide it dynamically into multiple primitives. What you reference to is the tessellation shading stage introduced in Direct X11 and OpenGL 4. Tessellation in general terms is just subdividing a given geometry into multiple chunks (Usually triangles)
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