Jump to content
  • Advertisement
Sign in to follow this  
coolhelix

How to find a proper tessellation level for a surface

This topic is 3487 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi, guys, I try to draw a sphere in 3D space. The first job is to compute the sampling points on the sphere surface. Tessellation method is to sampling n points in U direction and m points in V direction. So the total number of sampling points is n*m. I want to make the sphere look smooth and keep the number of tessellation points as small as possible. How did I find a proper n and m? If the smooth is priority 1, them the tessellation level is higher and better. If consider the computation, too large tessellation level is not neccessary, because one pixel in Viewport only cover a definitive range in world space. I try to find some related material via google, but I don't find it. Could you tell me how to do this?

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!