Skip to content

GitLab

  • Menu
Projects Groups Snippets
  • Help
    • Help
    • Support
    • Community forum
    • Submit feedback
    • Contribute to GitLab
  • Sign in / Register
  • iMSTK iMSTK
  • Project information
    • Project information
    • Activity
    • Labels
    • Members
  • Repository
    • Repository
    • Files
    • Commits
    • Branches
    • Tags
    • Contributors
    • Graph
    • Compare
  • Issues 65
    • Issues 65
    • List
    • Boards
    • Service Desk
    • Milestones
  • Merge requests 10
    • Merge requests 10
  • Deployments
    • Deployments
    • Releases
  • Monitor
    • Monitor
    • Incidents
  • Analytics
    • Analytics
    • Value stream
    • Repository
  • Activity
  • Graph
  • Create a new issue
  • Commits
  • Issue Boards
Collapse sidebar
  • iMSTK
  • iMSTKiMSTK
  • Issues
  • #126

Closed
Open
Created Feb 15, 2017 by Nicholas Milef@NickMilefDeveloper

Tessellation for Surface Meshes

This is used to increase the resolution of a surface mesh. This only affects the rendering. GPU tessellation is preferred here because it doesn't use additional storage space or vertex shading.

In VTK, it may be possible in a limited form by using geometry shaders, but this can be dangerous since you can quickly fill up internal hardware buffers even at lower tessellation factors (geometry shaders aren't really meant for this). In Vulkan, this can be done in tessellation shaders.

Assignee
Assign to
Time tracking