![]() ![]() ![]() It doesn't make a big difference now, because no game has really used it to full effect. Tessellation's big improvement is that it can increase the model detail with relatively little overhead. Instead, you would use a much lower detail collision mesh that would be significantly easier to calculate for, especially in the light of physics engines and their large number of calculations. In a game engine, you NEVER use the high detail models for collision detection. The two versions were so incompatible that game devs at the time would have been severely inconvenienced to support both, possibly requiring separate executables for ATI and Nvidia, so the game devs collectively said "screw you both, we're not using either until you sort things out", and it took Microsoft putting tessellation into DX11 to break the logjam.Ībout the walking, that's kind of a moot point. ATI put out its proprietary version of hardware support, and Nvidia came up with its own proprietary version of hardware support (but never actually released it). If tessellation is so beneficial, you might ask why it hasn't been used sooner. Looking at an older anandtech article about tessellation back when it was ATI hardware only, the propaganda at that time was that for the same visual effect as higher polygon counts, tessellation was much faster and used much less VRAM. The summary was that it made character models look very nice with a very low cost in performance. Metro 2033 only does it for character models. See the HardOCP review of Metro 2033 image quality:Īmong many other things, it covers what tessellation does for that game, both in terms of image quality and performance cost. So, like the title says.why EXACTLY do we need/use tessellation when there are other methods out there that provide the same results? I don't know.maybe parallax occlusion mapping and higher polygon models use more resource than tessellation.but I don't think thats the case. So why use tessellation with these kind of things in the virtual world? Does parallax occlusion mapping take more processing power?Īnd then what about tessellation in relation to character models? I mean, why not just use higher polygon count models to begin with? Oh, cause it would be too much of a slow down? Well, thats why models and objects become less detailed the further you get from them (something thats been used forever in 3D gaming). Now I know parallax occlusion mapping can't work well with rounder heads and stuff on character models and objects in a game.but it can certainly work with flatter objects like walls and roads, etc. OK.now in playing with this Im noticing that the parallax occlusion mapping looks pretty damn close to tessellation, although with a little more roughness around the edges, but it still has the 3D aspect and depth down pretty damn good. (look for Detail Tessellation 11 (February 2010)) Finally, color your design with markers, colored pencils or crayons.Im sitting here playing around with this ATI tech demo found here: (Remember that whatever details you add to one shape, will need to be added to EVERY shape! Keep your details simple.)ĩ. ![]() Trace over your pencil lines with a Sharpie and add details to each shape to help others recognize what you “saw” in it. Repeat this step until your whole paper is covered and there are no gaps or spaces.Ĩ. There shouldn’t be any gaps or overlapping. Now, pick up your tile and place it next to your traced design, as if it were a piece fitting into a jigsaw puzzle. (I use 12″x18″ paper when I do this with 6th graders.)Ħ. Place your tile on the center of a 9″x12″ paper and carefully trace around it. Lightly sketch your idea onto your tile…. Turn your newly created shape (we’ll call this your “tile”) in different directions and use your imagination to see if it “looks like” anything. (For older students, you can make this project more challenging by having them repeat this step on an adjacent side of their card, as in the sample project above.)Ĥ. If you include a corner in your cut, it makes it easier to line the shape up on the opposite side. Now, tape the shape so that it is exactly across from the spot you cut it from. (The lines on your index card will show you if you’ve flipped or turned it!)ģ. Next, cut a shape from one side of your 3″x3′ card, and slide it to the opposite side of the card, without flipping it over or turning it. Polygon – a shape with three or more sidesĢ. Tessellation – a pattern made with polygons that completely fills a space with no gaps, spaces or overlaps. Escher – a Dutch artist (1898-1972) who is best known for his mathematically inspired drawings and prints which displayed great realism, while at the same time showing impossible perspective, eye trickery and metamorphosis. ![]()
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