Abstract
The tessellation shader stage of the OpenGL-4 pipeline is widely used for fast tessellations of triangular and quadrilateral shapes and finds applications in the modelling of surfaces with dynamic levels of detail, and real-time rendering of large terrain models. This chapter gives an overview of the tessellation control and evaluation shader stages, and presents algorithms for terrain rendering, procedural heightmap generation and Bezier surface modelling.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References and Further Reading
T. Akenine-Moller, E. Haines, Real-Time Rendering (4th ed. A K Peters/CRC Press, 2018)
A. Boreskov, E. Shikin, Computer Graphics—From Pixels to Programmable Graphics Hardware (Chapman and Hall/CRC Press, 2013)
K. Falconer, Fractal Geometry—Mathematical Foundations and Applications (2nd ed. Wiley, 2006)
M. Schroeder, Fractals (Dover Publications Inc., Chaos and Power Laws, 2009)
R. Mukundan, Chapter 7—curves and surfaces, in Advanced Methods in Computer Graphics (Springer, 2012)
Wikipedia. Bezier Surface. https://en.wikipedia.org/wiki/B%C3%A9zier_surface. Accessed 15 Feb 2020
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
Copyright information
© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this chapter
Cite this chapter
Mukundan, R. (2022). Mesh Tessellation. In: 3D Mesh Processing and Character Animation. Springer, Cham. https://doi.org/10.1007/978-3-030-81354-3_5
Download citation
DOI: https://doi.org/10.1007/978-3-030-81354-3_5
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-81353-6
Online ISBN: 978-3-030-81354-3
eBook Packages: Computer ScienceComputer Science (R0)