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graphicsterraintessellation

Tessellation transition


I want to implement tessellation transition from fine to coarse geometry and vice versa for terrain rendering which doesn't introduce discontinuities (cracks). Real-time performance is not required i.e. it can be view-independent.

What do you think about the following proposal:

alt text http://www.shrani.si/f/A/qD/2UJlczki/tessellation.png?

  1. Is it even possible?
  2. Have you implemented something similar?
  3. What are the drawbacks?
  4. Do you have any simpler suggestions?

Solution

  • Yes, this has been done many times. See for instance Hierarchical 4-K Meshes. There are probably references that are specific to terrain modeling and rendering but I don't have one handy.