Monday, June 20, 2016

Day 36: Dynamically Detailed

Apologies for the short post for the last couple of days; now we're getting back on track.

Capstone's moving smoothly so far; the designers are just about getting the boss area design on and are working in tweaks to current objects like horizontal elevators:


The big thing though? Dynamic tessellation! Seems that one can apply tessellation factors to control point patches (i.e. triangles) based on depth from the camera. Where to apply it? I was foolish and thought to apply it from the vertex shader, but it appears the vertex shader doesn't really do much where tessellation is involved. Nah, it has to be done during the constant patch function during each run of the hull shader. There, we can stick (currently 3) tessellation values and vary them in a similar depth-based way like distance-based normal mapping. The result?

Way cooler than distance-based normal mapping:


10 times the triangles, but none of the frame rate drop!

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