Mesh Tessellation

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3D Mesh Processing and Character Animation

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.

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References and Further Reading

  1. T. Akenine-Moller, E. Haines, Real-Time Rendering (4th ed. A K Peters/CRC Press, 2018)

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  2. A. Boreskov, E. Shikin, Computer Graphics—From Pixels to Programmable Graphics Hardware (Chapman and Hall/CRC Press, 2013)

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  3. K. Falconer, Fractal Geometry—Mathematical Foundations and Applications (2nd ed. Wiley, 2006)

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  4. M. Schroeder, Fractals (Dover Publications Inc., Chaos and Power Laws, 2009)

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  5. R. Mukundan, Chapter 7—curves and surfaces, in Advanced Methods in Computer Graphics (Springer, 2012)

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  6. Wikipedia. Bezier Surface. https://en.wikipedia.org/wiki/B%C3%A9zier_surface. Accessed 15 Feb 2020

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Correspondence to Ramakrishnan Mukundan .

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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

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  • DOI: https://doi.org/10.1007/978-3-030-81354-3_5

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-81353-6

  • Online ISBN: 978-3-030-81354-3

  • eBook Packages: Computer ScienceComputer Science (R0)

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