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OpenGL 4 Shading Language Cookbook, Second Edition

You're reading from   OpenGL 4 Shading Language Cookbook, Second Edition Acquiring the skills of OpenGL Shading Language is so much easier with this cookbook. You'll be creating graphics rather than learning theory, gaining a high level of capability in modern 3D programming along the way.

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781782167020
Length 394 pages
Edition 2nd Edition
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Authors (2):
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David A Wolff David A Wolff
Author Profile Icon David A Wolff
David A Wolff
David Wolff David Wolff
Author Profile Icon David Wolff
David Wolff
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Table of Contents (12) Chapters Close

Preface 1. Getting Started with GLSL FREE CHAPTER 2. The Basics of GLSL Shaders 3. Lighting, Shading, and Optimization 4. Using Textures 5. Image Processing and Screen Space Techniques 6. Using Geometry and Tessellation Shaders 7. Shadows 8. Using Noise in Shaders 9. Particle Systems and Animation 10. Using Compute Shaders Index

Tessellating a 3D surface


As an example of tessellating a 3D surface, let's render (yet again) the "teapotahedron". It turns out that the teapot's data set is actually defined as a set of 4 x 4 patches of control points, suitable for cubic Bezier interpolation. Therefore, drawing the teapot really boils down to drawing a set of cubic Bezier surfaces.

Of course, this sounds like a perfect job for tessellation shaders! We'll render each patch of 16 vertices as a patch primitive, use quad tessellation to subdivide the parameter space, and implement the Bezier interpolation within the tessellation evaluation shader.

The following figure shows an example of the desired output. The left teapot is rendered with inner and outer tessellation level 2, the middle uses level 4 and the right-hand teapot uses tessellation level 16. The tessellation evaluation shader computes the Bezier surface interpolation.

First, let's take a look at how cubic Bezier surface interpolation works. If our surface is defined...

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