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Questions tagged [tessellation]

The process of breaking down polygons into finer pieces.

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1answer
58 views

DirectX 11 generate normals for tessellated triangles

I've spent a couple days looking for an answer to this - How can I access the newly created triangles of tessellation and generate normals for them? I've followed much of the shader code from the ...
1
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1answer
103 views

How do you animate/collide against a tessellated mesh?

Now that I have a implemented tessellation for my mesh, I am trying to understand how I can leverage the generated primitives. Example: I have the following track mesh generated procedurally, it ...
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0answers
56 views

How to fix this terrain behavior?

EDIT: This is for In game Terraforming, kind of like in life is feudal. https://www.google.com/search?q=life+is+feudal+terraforming&rlz=1C1CHBF_enUS792US792&source=lnms&tbm=isch&sa=X&...
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0answers
621 views

Unity Standard surface shader with tessellation

So I'm experimenting with tesselation to try and make a custom snowshader and after I finnaly manage to compile the shader without any errors. The plane I'm using the shader on simply become ...
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1answer
282 views

OpenGL Tessellation Shader Not Working

I've been trying to play around with tessellation shaders in OpenGL for a couple of hours now, but I'm having trouble to get it to work. I've been following The Little Grasshopper Triangle ...
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1answer
593 views

Accessing vertex Input in surf directly without vert's out parameter In Tessellation Shader

I can get the vertex Input in vertex shader as follows: o.worldPos = v.vertex.xyz; But how do I get the worldPos directly without filling the out parameter in ...
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0answers
159 views

render trajectory of particle in forcefield using GLSL shader

I want to visualize flow of particles in some forcefield e.g. electromagetic, gravitional or potential flow in fluid (streamlines); I was thinking to use Geometry Shader which would look like this (...
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0answers
44 views

Merging tesselated terrain with manually modelled

In my flighsim visual system I am rendering large scale terrain using fixed grid mesh which is tesselated and displaced using height map. But for some relative small area (usually airports) we have ...
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0answers
365 views

Unity 5: How to make a Unity 5 Physically Based shader Catmull-Clark subdivision tessellation for increase LOD if possible using visual scripting?

I'm using Amplify shader visual scripting to make tessellation and increment level of detail of the 3d mesh. But is not applying Catmull-Clark subdivision round smoothness. And my model still looks ...
1
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1answer
124 views

OpenGL tesselation doesn't change geometry shape

I implemented tessellation control and evaluation shaders in OpenGL, but the effect it has on my terrain was not what I expected. I expected that the low poly-count curves and shapes on the terrain ...
1
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1answer
164 views

Breaking up a 2d shape into small triangles

I have a "piece of cloth" (2d shape) that I'm applying soft-body physics to. This works great when the shape is a square and I can create a regular grid of vertices between which are hung the cloth's ...
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1answer
267 views

Checking if shapes will tessellate

I'm trying to figure out where to start with getting code together to check if a shape tessellates. An example: Consider that the shapes cannot be rotated, just as-is. A 'compound' shape (as seen in ...
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1answer
839 views

How to achieve a layered terrain simlar to Godus

I'm currently playing around with a few examples and techniques for terrain generation and suddenly remembered the game Godus - seen below. Youtube clip of Godus Looking at the material above, it ...
21
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1answer
6k views

What are Hull, Domain and Geometry shaders used for?

I've done my fair share of 3D game programming for my (former) employer, and also in my own custom engines for my own indie games. Initially, I started with Direct3D 9, and D3DX9, which pretty much ...
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0answers
252 views

Tessellation won't render

I am starting to work with tessellation and have some problems right in the beginning. I try to render a quad made of two triangles with tessellation, but nothing appears on the screen. But as soon as ...
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2answers
3k views

Opengl Quad Tessellation Control Shader

I have the generic tessellation evaluation shader for triangles but I need to make it work for quads. Is there any chance someone could explain what is happening here and point me in the right ...
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1answer
2k views

Unity3D - How to tessellate 2D sprites?

I use dynamic vertex lighting on 2D sprites. On larger sprites the lighting is uglier than on smaller ones. This is because every sprite is just a quad of two triangles. Not enough vertices there for ...
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3answers
260 views

Technique suggestion to render corroded pipes in 3D

We currently have a lot of data relating to cracks/corrosion/deformations in metal pipes which at present, can be viewed in a crude flat/2D application which makes the metal anomalies hard to spot. ...
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1answer
1k views

Manually writing a dx11 tessellation shader

I am looking for resources on what are the steps of manually implementing tessellation (I happen to be using Unity CG, but any help is appreciated). Today it seems that it is all the rage to hide ...
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1answer
4k views

Tessellation vs Geometry Shader

Correct me if I'm wrong, but both the Geometry Shader and the Tessellation Shader jobs are to generate vertices in the Graphic Pipeline. What I would like to know is how they are different and when ...
5
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1answer
1k views

Calculating normals after displacement mapping

I'm using C++, DX11 and tessellation. After tessellating a triangle I apply displacement mapping to the new vertices. But they still have the original triangle's normal so the lighting calculation ...
5
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1answer
2k views

Do the predefined HLSL semantics carry any meaning?

I'd say there are 3 kinds of HLSL semantics: SV_* group - these are "system value" semantics which DO carry special meanings (e.g. assign special input/output data ...
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1answer
597 views

Easiest way to smoothen coarse mesh with HLSL?

I've browsed through a couple of presentations and papers about DX11 tessellation and they all say that one of the most common usages of tessellation is to take a coarse (low poly) mesh, smoothen it ...
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1answer
6k views

What is the role of tessellation in terrain?

I'm relatively new to graphically programming and I've been looking into ways to render larger heightened terrain. I keep seeing comments directing me to disregard things such as geometry clipmaps, in ...
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1answer
2k views

Infinite / Treadmilling Hexagonal Grid

So, I can happily render an infinite square grid by moving said grid whenever the camera moves out of a grid square, ...
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1answer
823 views

Tessellation cracks

i'm trying to a mesh tessellate with dx11 with the tessellation factor calculated by the size of the triangle and the distance to the screen. I do the same operation on the 3 edges of the triangle, ...
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1answer
278 views

Linking error at tessellation shaders in GLSL

I'm testing the triangle tessellation from the link http://prideout.net/blog/?p=48#shaders . All the shader are compiled correctly, but when I try to link the program using the command: ...
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1answer
605 views

How is displacement tessellation done?

I'm curious because I was thinking that displacement mapping is done in the shader file only inside the domain shader. Am I correct or is it both implemented in the rendering section of the mesh and ...
1
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1answer
130 views

Approximating Subdivision Surfaces with Gregory Patches for Hardware Tessellation

I'm trying to implement the approach (http://research.microsoft.com/en-us/um/people/cloop/sga09.pdf). Unfortunately I'm not quite clear regarding the formulas in chapter 3, I am hoping to get some ...
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4answers
21k views

What's the difference between displacement mapping and height mapping?

What's the difference between displacement mapping and height mapping and what is the connection to adaptive tessellation?
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2answers
3k views

Subdividing a polygon into boxes of varying size

I would like to be pointed to information / resources for creating algorithms like the one illustrated on this blog, which is a subdivision of a polygon (in my case a voronoi cell) into several boxes ...
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1answer
1k views

DirectX 11, using Tessellation & Geometry shader in a single pass

Before all, sorry for my poor english ! With DirectX 11, i'm trying to create a random map full with GPU. Using Hull shader stage, I'm managing LOD with tessellation. Using Domain shader stage, I'm ...
3
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2answers
2k views

How to subdivide a quad?

I'm working with OpenGL and I'm importing from a file coordinates for quads in the following format: ...
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2answers
678 views

Building a tessellated texture

In games like Minecraft the textures such as grass when lined up side-by-side it looks like one big perfect texture. When I make a texture it's never even and you can see the different blocks. How do ...
6
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1answer
2k views

Tessellation Texture Coordinates

Firstly some info - I'm using DirectX 11 , C++ and I'm a fairly good programmer but new to tessellation and not a master graphics programmer. I'm currently implementing a tessellation system for a ...
7
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4answers
6k views

Generating triangles from a square grid

I have a 2D square grid of values representing terrain elevations, and I want to generate triangles from that grid to make a 3D view of the terrain. My first thought was to split each square ...
2
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0answers
742 views

Per fragment lighting with OpenGL 4.x tessellated model

I'm experienced with OpenGL 3+. I'm dabbling with tessellation shaders and have now got to a point where I have a nicely tessellated teapot/plane demo (quick look here) As can be seen from the ...
2
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3answers
1k views

Tessellating to a curve?

I'm creating a game engine, and I'm trying to define a 3D model format I want to use. I haven't come across a format that quite does what I want. My game engine assumes a shader model 5+ environment. ...
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2answers
7k views

What OpenGL version(s) to learn and/or use?

So, I'm new to OpenGL... I have general knowledge of game programming but little practical experience. I've been looking into various articles and books and trying to dive into OpenGL, but I've ...
4
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1answer
736 views

OpenGL Tessellation makes point

A little problem with my tessellation shader. I try to implement a simple tessellation shader but it only makes points. Here's my vertex shader : ...
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1answer
573 views

What are the tessellation factors Direct3D11?

I don't quite understand the documentation but if I was to tessellate a mesh using 3 control points in Direct3D11 with the "tri" domain am I right in thinking that SV_TessFactor is how many times to ...
5
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1answer
444 views

Directx11 / Tessellation

What is so special about directx 11's dynamic tessellation? Can't it be implemented by hand, and just render geometry tessellated by your own code using older versions of directx? What are the ...
4
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2answers
1k views

Code to tessellate a general quadric

Does anyone know of a C/C++ library (or has some source code) that can generate and output (by which I don't mean render) a tessellation of a general quadric, i.e. a 3d surface defined by the matrix ...
23
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9answers
9k views

When mapping the surface of a sphere with tiles, how might you deal with polar distortion?

It's easy to deal with the way locations interact on a clean Cartesian grid. It's just vanilla math. And you can kind of ignore the geometry of the sphere's surface for a bunch of it if you want to ...
34
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2answers
12k views

How does hardware tessellation work?

I would just like someone to explain in relativly clear terms how hardware tessellation works considering it is the new buzzword with DX11. Thanks.