Tessellation (computer graphics)

A simple tessellation pipeline rendering a smooth sphere from a crude cubic vertex set using a subdivision method

In computer graphics, tessellation is the dividing of datasets of polygons (sometimes called vertex sets) presenting objects in a scene into suitable structures for rendering. Especially for real-time rendering, data is tessellated into triangles, for example in OpenGL 4.0 and Direct3D 11.[1][2]


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