Distance-Based Tessellation #6
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Distance-based tessellation is a technique used in game engines to dynamically adjust the level of detail (LOD) of a mesh based on its distance from the camera. This technique is used to maintain a consistent frame rate by reducing the number of polygons in objects that are far from the camera, while increasing the level of detail for objects that are close to the camera.
In a game engine, distance-based tessellation involves the following steps:
Mesh creation: The game developer creates the original mesh with a high polygon count.
Distance-based LOD calculation: The game engine calculates the distance between the camera and each vertex of the mesh, and assigns a LOD value based on the distance. This LOD value is used to determine how many polygons to remove from the mesh.
Tessellation shader: The game engine uses a tessellation shader to dynamically adjust the level of detail of the mesh based on the LOD value assigned in step 2. The shader can add or remove polygons from the mesh based on the distance from the camera.
Rendering: The game engine renders the mesh with the adjusted LOD based on its distance from the camera.
Distance-based tessellation is a powerful technique that can greatly improve the performance of a game engine by reducing the number of polygons in objects that are far from the camera. This technique is commonly used for terrain, foliage, and other large objects in a scene. However, it can be challenging to implement, and requires careful tuning of the LOD values to ensure that the transitions between levels of detail are seamless and do not create visible artifacts in the mesh. Additionally, care must be taken to ensure that the mesh remains visually appealing at all levels of detail, and that important details are not lost when the LOD is reduced.
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