Tessellation and Displacement for Objects
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: