Real-time surface smoothing is a technology that enhances the look of 3d
entities in your scene without sacrificing system performance.
Real-time used to be synonymous with low polygon count, but by utilizing latent
resources from your computer's GPU, iClone is able to enhance polygon count in real-time, resulting
in a smoother and more detailed surface appearance for low-poly objects.
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In computer graphics, tessellation is used to manage vertex sets of objects in a scene and divide them into suitable structures for rendering. Especially for the real-time surface smoothing, data is tessellated into triangles, for example in DirectX 11 and OpenGL.
In iClone, the tessellation method leads to two aspects:
Utilizing the Tessellation technique has some benefit for using iClone.
The Original zigzag silhouette and surfaces of the object. |
Tessellation smoothes out the visual imperfections of the meshes. |
The Original shape. |
After being tessellated, the surfaces are smoothed while the main shape is kept. |
3D Entity without displacement and tessellation. |
Tessellation applied without displacement. |
Displacement mapped without tessellation. |
Both Displacement and tessellation applied. |
Note: |
Please refer to the Tessellation and Displacement for Objects section for more information. |
The basic tessellation in iClone can be turned on to individual 3D entities. It assists you to enhance the main objects appearances in your scene to lure the attention of the audiences. Please follow the steps below:
Note: |
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The real-time smooth in iClone tessellates each triangle by adding two more vertices between original two adjacent ones.
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