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.