Tesselation Shaders and View Dependant Tesselation

TESSELATION SHADERS Introduction In this blog post I will be talking about my project about tesselation shaders (In OpenGL), point normal triangle subdivision (pn-triangles) and rendering fur on objects using tesselation shaders. What are Tesselation Shaders? Tesselation is the process of creating more, and usually smaller, geometry from the existing geometry as shown in the figure below and nothing more. OK but then why do we need or want to use tesselation shaders. We want them becasue they can provide dynamic level of detail. Figure 1: Tesselated face mesh In this way we don't have to render a high detail mesh if an object is far from our eye we can just render the mesh with low resolution and gain performance. If object comes closer we can use tesselation shaders to generate a higher resolution object on the fly. We may also want to use tesselation shaders for another reason and that is again about performance. If you know...