Tessellation has cracks
what is crack?
- visible seam btw edges in the mesh
- often color variance
- shareds vertex deiverge position
Can cause hole without tessellation
Domain shader interpolation between tessellation
Ebsure the domain shader is using same input data ( pos, uv, normal)
Implementing AEN
Method1: index buffer
- add extra index
- point to adjacent edges
- average normal in shader
Method 2: texture
- store average normal
- load() in shader
Displacement map cracking
-UV coordinate are discontinuous
-Historical issue for texture mapping
- displacement offsets along shared edge
Solution: Dominant UVs
- override UV for sampling displacement
-interior primitive
Imp. dominent UVs
-method1: index buffer
-method2: texture
Intra-naterial cracking
-Meshes in games often mule materials
- submeshes render as separate draws
- with separate textures and UV spaces
- no access to neighbor info
Virtual Dicing
- Tessellation factor limit of 64
- 1 edge => 64 edges
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