Design Nomenclature / Digital Model Making

Tessellation

Also called tessellate, runtime subdivision, dicing

Subdividing a surface into more polygons at evaluation time, so there are vertices to move or shade. Displacement depends on it — a map cannot push a point that does not exist. Density is usually driven by screen size or edge length, which means the geometry changes as the camera does.

A coarse four-quad patch beside the same patch diced into 576 quads at evaluation time. The same displacement map is applied to both: the coarse patch's nine vertices can only tilt its four quads and it misses 0.111 of the map, while the diced one carries the real relief and misses 0.005. A camera icon on each panel is annotated camera far → 4 quads and camera near → dice harder, so the level moves with the viewer.

In practice

Also the flat-pattern sense: tiling a plane with repeated shapes, which shares the word and nothing else. In a renderer it means only "make more triangles, now", and it is the cost nobody budgets for when they reach for a displacement map.

Not to be confused with

How this term connects

Displacement mapLODRasterizationRemeshShaderSubdivision SurfaceTessellation
Related Confused with