Tessellation and Displacement for Objects (New for 6)

In a real-time environment, it's difficult to create detailed surfaces without raising polygon count significantly. With tessellation technology, your GPU can dynamically generate mesh details by applying a displacement value from height or vector displacement maps. This means that you can physically manipulate the geometry of your low-poly model to give it a greater sense of depth and detail without increasing the polygon count.

A low polygon 3D object.

After being applied with Displacement map. The faces are pulled up or pushed down.

Tessellated the object to add more faces for presenting better details.

The low-poly object turns to an exquisite one.

Please refer to the following sections for more information: