- Oct 11, 1999
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Depth-Adaptive Tessellation is an advanced tessellation scheme that tessellates meshes using multiple levels of detail (LODs) to maximize the geometry detail of a 3D scene while maintaining high levels of performance. By using LOD-based tessellation, the graphics processor avoids unnecessarily processing triangles that would otherwise not contribute significantly to the visual quality of the final rendered image.
Lower levels of detail are acceptable when the object being rendered is further back in the scene. Because it appears smaller, it is rendered
using a lower number of screen pixels. In fact, depending on the distance, increasing the number of triangles beyond a certain point may have
little or no effect on an object's appearance. The ability to reduce the LOD for distant objects provides considerable savings on
transformation, lighting, setup and rasterization, leaving a higher triangle budget for objects that are up-close.
LODs can also be applied to an object whose mesh spans a significant portion of the scene's depth on the display. A good example of such
an object is a terrain. For such objects, Depth-Adaptive Tessellation ensures that no cracks are seen on the seams where changes in LODs occur.
If some people would read the white-paper on Hardware Displacement Mapping they would see the section about Depth-Adaptive Tesselation. (Page 6)
They have a scene rendered with and without Displacement Mapping/Depth-Adaptive tesselation.
with= 17, 794 triangles
without= 165,150 triangles.
amish