Terrain LOD Through Hardware Tessellation

preview_player
Показать описание
First pass at terrain level of detail using hardware tessellation in the DirectX 11 pipeline. The combination of using quad-trees with three layers of tessellation detail on chunked terrain yields pretty solid results.
Рекомендации по теме
Комментарии
Автор

How come it's "popping" like a regular lod terrain? Doesn't tessellation correct the issue by smoothly transitioning into the subdivision?

eborge
visit shbcf.ru