Questions tagged [tessellation]

This tag refers to questions about increasing the complexity of a data-set through subdivision.

OpenGL/DirectX11

OpenGL and DirectX11 both have programmable tessellation generation on the correct hardware. OpenGL refers to the shaders as 'control' and 'evaluation' shaders, DirectX11 as 'hull' and 'domain' shaders. Commonly used for dynamic level-of-detail. Can be seen in many newer games and tech demos.

GLUTessellator

Tessellation may also refer to the functionality of GLUTesselator, which has functionality for creating concave and self intersecting polygons by splitting a complex face into multiple convex ones. There is a handy resource here.

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Why do we have to specify the input and output patch size of tessellation shaders separately?

The Khronos wiki for the Tessellation Control Shader states that The output patch size does not have to match the input patch size. Why is that? And why do we have to specify the input patch size at all when the control shader is able to change…
Henkk
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NURBS on DirectX 11?

Can you render NURBS on the GPU with DirectX 11? I've been reading up on current trends to rendering surfaces like these, but I don't see anything on NURBS. I found some related references, but nothing solid... like "Approximating Catmull-Clark…
davidotcom
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Tessellation Shader - OpenGL

layout (vertices = 3) out; void main(void) { if (gl_InvocationID == 0) { gl_TessLevelInner[0] = 5.0; gl_TessLevelOuter[0] = 5.0; gl_TessLevelOuter[1] = 5.0; gl_TessLevelOuter[2] = 5.0; } …
user1767754
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algorithm for optimal subdivision (i.e. tessellation / partitioning) of 2d polygons into smaller polygons?

I've got some 2D polygons, each as a list of clockwise coordinates. The polygons are simple (i.e. they may be concave but they don't intersect themselves) and they don't overlap eachother. I need to subdivide these polygons into smaller polygons to…
Sheldon Pinkman
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Square grid tessellation for arbitrary polygon in Python

So as the question suggests, I need to approximate an arbitrary polygon into equal-sized squares. What's the best way to do this? I've looked at something like Tesspy, but it uses geographical data (mercantile, I assume) to create the bounding…
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Passing colours through tessellation shaders

I am learning tessellation now. Trying to pass the colour via tesselation shaders. Like I found here, the most consistent answer: Passing data through tessellation shaders to the fragment shader So far consulting also these sources, but did not find…
armagedescu
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Metal Tessellation on subdivided quad

I am totally new to tessellation and relatively new to Metal API, and have been referring to this sample code https://developer.apple.com/library/archive/samplecode/MetalBasicTessellation/Introduction/Intro.html I realise the max tessellation…
Darren
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No output from tessellation shader?

I have been working on a terrain LOD algorithm, but the primary logic is on the CPU: I tried to convert most of the logic to the tessellation control and evaluation phases of the opengl pipeline, but nothing is displayed: I reduced the code to a…
Kyy13
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Near-uniform tessellation of a concave polygon for heightmaps

I am given the contour/boundary of a concave polygon which cannot have holes, and I need to apply a heightmap to it. To this end, I need to perform a near-uniform tessellation of the polygon like so: . How can I perform this tessellation? Ideally,…
Kanpachi
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Better control over Tessellation in OpenGL?

I spent the day working on an OpenGL application that will tessellate a mesh and apply a lens distortion. The goal is to be able to render wide angle shots for a variety of different lenses. So far I've got the shaders properly applying the…
jodag
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DirectX Large Plane Tessellation

Just a question about DirectX11 Tessellation. In the Hull Shader, the maximum tessellation factor that can be set is 64 (Not sure why). Now whilst this enough for small planes, when it comes to large planes, it simply is not enough and so I was…
user2990037
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Overlapping registers in Hull shader?

I am doing some hardware tessellation and managed to get the basic subdivision effect, so tried to move on to Phong tessellation (which is for rounding edges). Now when I want to add extra outputs in the Patch Constant Function and write them, but…
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OpenGL tessellation of a car made from a polygon

im learning to use openGL and iv been told that because my wheel arches are concave i have to tessellate them. So here is my code for the front wheel arch... GLdouble car[7][2] = { {-1.93,0.3}, {-1.95,0.4}, {-2.2,0.6}, {-2.6,0.6}, {-2.82,0.4},…
Mike Tarrant
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OpenGL project, using tessellation on a polygon rendered car

Ok so im seperating my problem up because i need a depthy answer cos im nooby with it and will fail if i have just a generalisation answer. I have a car body which i originally drew using line_loop and have changed it to polygon so i can texture it.…
Mike Tarrant
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Incorrect positions in deferred shading in DirectX

I'm currently working on a Deferred shading project in DirectX. I noticed weird lighting when I create the final image; With this light ray constantly shining from the top left. I looked at my gbuffers and noticed that my position only seems to…
Charlie.Q
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