The new replacement for them is called the "mesh shader" which is supposed to unify vertex shaders, geometry shaders, tesselation, and the input assembler into one big programmable stage and do away with index buffers. Of course, geometry shaders can also do all that, but geometry shaders tend to be quite slow and have some implementation issues, while tesselation uses (or at least used to use not sure about modern GPUs), fixed-function hardware that's fast at just doing one thing. Basically, anything that requires adding extra mesh density at runtime can be done with tesselation. A hobby project I started while studying Advanced Computer Graphics. I've read about it being used to increase density of mesh-based fur so that an animal can looks super fluffy when the camera is close. Standalone library for TrueType font tessellation. If I ever get around to porting wave-particles to Unity I may use tesselation there too, so that big waves get more detail while mostly-still water gets less. You can also do even trickier things with tesselation, eg RDR2 used it for footprints in snow so that most of the snow was just a flat plane but the places where the character walked had detailed footprints carved into them. Overview of 3DMark Port Royal benchmark 3DMark Port Royal system requirements Port Royal Graphics test How is the 3DMark Port Royal score calculated Port. The most common 2 effects that tesselation is used for are displacement mapping (what that is a picture of) - adding detail to things close to the camera, and Phong tesselation (or PN triangles, or a few other variants), which will make meshes close to the camera smooth so they look curved from all angles. Notice that the triangles are all roughly the same size on screen (although some are stretched) - the areas close to the camera recieve many more triangles than the ones far away. For example, from the Catlike Coding Tutorial: The idea is that you can decide at runtime (per-frame) where to add triangles. A Tessellation (or Tiling) is when we cover a surface with a pattern of flat shapes so that there are no overlaps or gaps.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |