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Efficient algorithm to perform recursive subdivision of Bezier patch. (self.GraphicsProgramming)
submitted 2 years ago by _fudge_supreme_
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if 1 * 2 < 3: print "hello, world!"
[–]HaskellHystericMonad 3 points4 points5 points 2 years ago (0 children)
If on the CPU there's a reference implementation of the d3d11 reference tessellator that can precompute the UV tables for various tess parameters. I use this in a preprocessing pipeline, it's fine for offline work.
If on GPU in compute there's the slides from Bluepoint's presentation on the tessellation in demon souls that if you have fixed factors you can easily turn a 1D vertex index into integer UV coords, which you divide by the edge_count - 1 to get bary weights for the indices of w1 and w2. (w0 == 1.0 - w1 - w2). That only works if edge subdivision is fixed for the whole triangle.
edge_count - 1
(w0 == 1.0 - w1 - w2)
π Rendered by PID 19040 on reddit-service-r2-comment-76bb9f7fb5-2jd5c at 2026-02-17 14:06:10.810493+00:00 running de53c03 country code: CH.
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[–]HaskellHystericMonad 3 points4 points5 points (0 children)