
An Introduction to Tessellation
Shaders
Philip Rideout and Dirk Van Gelder
6.1 Introduction
Tessellation shaders open new doors for real-time graphics programming. GPU-
based tessellation was possible in the past only through trickery, relying on multiple
passes and misappropriation of existing shader units.
OpenGL 4.0 finally provides first-class support for GPU tessellation, but the new
shading stages can seem nonintuitive at first. This chapter explains the distinct roles
of those stages in the new pipeline and gives an overview of some common rendering
techniques that leverage them.
GPUs tend to be better at “ streamable” amplification; rather than storing ...