OpenGL tessellation shaders - more experiments

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Additional experiments with tessellation shaders applied to my procedurally generated terrain with hydraulic erosion.

Again, I used a grid with 128x128 patches with max tessellation level = 16 and procedurally generated heightmap and normal map of 2048x2048 pixels.

Heavily inspired by this very useful tutorial by Dr. Jeffrey Paone hosted on LearnOpenGL:

Done using: C++, modern OpenGL, glm math library, glfw and the amazing ImGUI for the UI controls.
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Hey, do you mind if I use 5 seconds of this video in a tutorial on Tessellation (I'll ofc attribute it to you). I just want to show a use-case for tessellation without me having the write all of this for a 5 second clip haha

VictorGordan
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Hi. What method did you use to correctly position new vertices? I've heard about bezier surfaces - is that it?

karoI