Tessellation (computer graphics)

Division of polygons for rendering

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.

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Tessellation (computer graphics)

Division of polygons for rendering

Texte en anglais

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.

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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.

Texte : Wikipédia en anglais, CC BY-SA 4.0. · Image : Catmull-Clark subdivision of a cube.svg: Made by Romainbehar... (CC BY-SA 3.0) ·

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