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Real-time adaptative level of detail with tessellation shader

CMake 52.05% GLSL 9.37% C++ 38.58%
opengl real-time tessellation level-of-detail spatial-acceleration compute-shader

gltessellation's Introduction

glTessellation

GitHub Workflow Status (branch)

Building

Build and run the standalone target

Use the following command to build and run the executable target.

cmake -B build
cmake --build build
./build/bin/glTessellation

Dependencies

  • C++20 compiler (to use Mathematical constants) :
    • VS 2019 16.5
    • GCC 10+ or Clang 11+
  • CMake for build system creation (>= 3.8)
  • Conan for install packages (>= 1.0)

Example

My scene renders a sphere whose vertices are modified by a geometry shader, to look like a "planet". And the color is added according to the height of the vertex.
The camera can move in space.

  • The sphere initially sent does not have many triangles.
glTessellation_3 glTessellation_3_wireframe
  • When the camera gets closer, we see the planet starting to become more detailed.
glTessellation_2 glTessellation_2_wireframe
  • When the camera is very close we see a very well defined planet.
glTessellation_1 glTessellation_1_wireframe

References

Octree

OpenGL Wiki Shader

Tessellation Tutorial

Papers

Books

Tools

gltessellation's People

Contributors

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Watchers

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