Good video, but it misses to explain one crucial point. The reason why tessellation is done. After all, you could just have that complexity in the scene to begin with, no need for this roundabout way to add it in later. So the need for tessellation is very confusing to someone who doesn't already know why it's needed. (Hint: tessellation data is of much lower size than the geometry data it generates.)
@junkerzn7312
6 жыл бұрын
That's a whole lot of triangles. Awesome video! Fortunately, each triangle is rendering far less area so the actual number of pixels being pushed is about the same (and also well cached due to localization). What isn't the same, however, are the number of matrix transformations required. Each triangle has three points and each point must go through a matrix transformation before the face can be rendered (and thus also the texture map). The rendering of the triangle's face, itself, does not need to do any further matrix transformations. It doesn't even need floating point, but it does need fractional coordinates. Another interesting issue is that fractional coordinate accuracy becomes far more important with Tessellation turned on (well, with smaller triangles) because there are many more boundaries that must match up exactly. The rendering of adjacent triangles occurs independently, so any fractional error at the boundary between them can result in some fairly severe artifacts. And there are limits to just how much you can bump the height because the bumps are also distorting the texture being mapped. That is why very severe bump maps with tessellation turned on look horrible, and subtle bump maps look more realistic. Tessellation can also be used for clothing, the effects of wind, and to simulate breathing and help augment facial expressions. -Matt
@coinexchange1761
6 жыл бұрын
Pauls unshaven (beard effect) is generated by a) bump mapping b) bump mapping with displacement maps c) bump mapping with displacement maps and Tessellation d) bump mapping with displacement maps and Tessellation and Path Tracing e) Photoshop f) All of the above.
@mitchgaudry2590
4 жыл бұрын
thank you. so clear and easy to understand!
@williamwolfman3715
4 жыл бұрын
This is a great explanation of tesselation. Thank you.
@ra6865
5 жыл бұрын
I dont get it. this still adds more polygons right? Then how is this better then just model in the same detail without tesselation?
@Moctop
5 жыл бұрын
A mesh with this kind of detail takes up a lot of space and data. To optimize this you need several meshes of different levels of detail (LODs) which can pop as they are switched. Tessellation is generated with a heightmap, a single channel in a texture, and it's easily and seamlessly optimized based on distance or whatever you need. But it's more expensive to calculate on the fly. It's a trade off for now, but hopefully it'll be standardized soon enough.
@Rolilasx
3 жыл бұрын
Short & sweet, thanks !
@METALDKNO
6 жыл бұрын
Thanks for the explanation :) you should do more of these types of videos
@gameguy301
6 жыл бұрын
any insight into how geoemtry in general will shake up with the recent additions we have seen to both AMD and nvidias geometry pipelines? AMDs surface shaders and primitive shaders, nvidias task shaders and mesh shaders. they seems to be designed as a drop in replacement for much of the existing geometry pipeline, currently as an optional alternative path, but as it is used more and more we could see the geoemetry pipeline get as general flexible and robust as the compute shaders.
@NeuroPulse
3 жыл бұрын
I still don't understand how it creates complex geometry, like cobblestone stairs, from flat textures.
@Agherr08
3 жыл бұрын
informative indeed, thanks!
@GREGE3EGG
6 жыл бұрын
Cheers Paul , as a console gamer it’s nice to learn about different things which make our games , I know pc gaming is the top tier of graphics in gaming which have a tonne of effects , I know there’s a lot more too , as the gap between consoles and pc’s sometimes closes and then widens again I like to see future effects which may come my way , I know consoles have a few of nice effects , I’d love to know what next gen is going to bring us “peasant “ gamers !
@GREGE3EGG
6 жыл бұрын
UHD Gaming PC yeah I understand just wish they had more oomph so we could have sliders for effects too !!!
@GEs-ut4bm
5 жыл бұрын
DAMN! MAN! I LIKE YOUR HAIR XD HAHA!
@rolandczirbus3247
4 жыл бұрын
Hairworks : ON
@Tonba1
Жыл бұрын
Whatever happened to tessellation? You never see it anymore
@allinInternet
2 жыл бұрын
thanks now I know.
@videokompuuter
6 жыл бұрын
What is GPU? Nevermind, i'm just bored : ))
@EllipticDawid25
5 жыл бұрын
now i know thx :D
@klanas40
6 жыл бұрын
1800p...
@CarlosHernandez-ws4bx
3 жыл бұрын
So it way better off since nobody says it directly to be honest Jesus
@lullylew9083
Жыл бұрын
I find tessellation often looks unnatural. Can't stand it most of the time. The floor in Heaven benchmark for example, wtf is that trying to be? No one wants to walk on that lol. To me it's just a lazy way to make textures pop and it does not look good most of the time. Much like every game using similar engines with the same assets we're relying too heavily on software doing it all for us. It leaves us with generic bland environments when not utilised correctly.
@trinitypunk7102
4 жыл бұрын
Your teeth man... your damn teeth
@Rahat2056
4 жыл бұрын
?
@MrSamadolfo
6 жыл бұрын
😒 meh who cares 😴
@MrSamadolfo
3 жыл бұрын
@@redfoxbennaton 😊 true
@DrGoldsylver
6 жыл бұрын
Are you back from US?
@wing0zero
6 жыл бұрын
Yeah that's his normal room.
@RedGamingTech
6 жыл бұрын
He's back tomorrow UK time, this was pre recorded.
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