Phong Tesselation (geom shaders)

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devsh
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Phong Tesselation (geom shaders)

Post by devsh »

It's a little study I will be developing, phong tesselation is a geometry refinement technique which works on the gpu in a shader every frame. It's purpose is to provide smoother outlines for objects. It does not increase the polycount everywhere like dx11 tesselation which is used instead of parallax mapping. Phong Tesselation works on the edges a bit like fin extrusion.
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You might it useful on terrain, even though the irrlicht LoD terrain geomipmapping algorithm is amazing, if you have spiky terrain the reliefs will pop/change shape. This method could prevent this from being more visible.

I will post progress here.
Virion
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Post by Virion »

cool stuff. looking forward.
kazymjir
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Post by kazymjir »

Wow, amazing!
devsh
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Post by devsh »

okay first results, it still aint got adjacency info (gaps between trigs).

It sucks at cone and cylinder shapes so it can cause troubles with some meshes. I think I ought to discard calculating the arc for the triangle hypotenuse and just work with two cause that causes all the weird pops.

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