
10. GPU Tessellatio n: We Still Have a LOD of Terrain to Cover 155
Figure 10.5. Close-ups for full tessellation (left), roughness approach (center), and simple
method (right), with 16 pixels per edge.
camera moves in the scene, triggering variations in tessellation, and this may lead to
visual artifacts. Another issue is related to the similarity to the original model. An
LOD solution can be high performing without significant visual artifacts; still there
may exist meaningful differences when compared to the original model.
The first test relates to the visual quality of the LOD solutions. The method
used was to take the framebuffer from a fully tessellated ...