摘要 |
<p>Disclosed is a tessellation method for use in a graphics pipeline that includes a hull shader and a tessellator. First a tessellation factor is assigned, S110, to each of a plurality of points in a patch (e.g. quad-patch, tri-patch or Isoline) input into a hull shader. The tessellation factor may be computed within the hull shader, or pre-computed and input to the hull shader along with the input points. New points are generated in the vicinity the input points (for example on the same face or the same edge as the input point) based on the tessellation factor assigned to the input point, S120. Topology information that includes the connective relationship between the input points and the new points may be generated in order to create primitives when a crack between faces occurs, S130. In one embodiment the coordinates of the new points along with topology information are output to a domain shader, S140. The invention aims to minimise the appearance of cracks between adjacent faces that can occur when adjacent faces and edges have different tessellation factors.</p> |