{"id":822,"date":"2020-02-24T16:39:49","date_gmt":"2020-02-24T15:39:49","guid":{"rendered":"https:\/\/winstars.net\/en\/?p=822"},"modified":"2023-03-19T17:43:37","modified_gmt":"2023-03-19T16:43:37","slug":"tessellation-in-winstars","status":"publish","type":"post","link":"https:\/\/winstars.net\/en\/2020\/02\/24\/tessellation-in-winstars\/","title":{"rendered":"Tessellation and rendering of planetary surfaces"},"content":{"rendered":"<div class=\"relative flex w-[calc(100%-50px)] flex-col gap-1 md:gap-3 lg:w-[calc(100%-115px)]\">\n<div class=\"flex flex-grow flex-col gap-3\">\n<div class=\"min-h-[20px] flex flex-col items-start gap-4 whitespace-pre-wrap\">\n<div class=\"markdown prose w-full break-words dark:prose-invert dark\">\n<p>Starting with version 3.0.118, WinStars uses tessellation to improve the rendering of planetary surfaces. This technique, introduced with the OpenGL 4.0 standard, adds a large number of triangles to an object, making its appearance more complex. Until now, WinStars simulated the relief of a planet by playing with shadows and<em> trompe-l&#8217;\u0153il<\/em> perspectives. The textures modified by occlusion mapping were then applied to simple geometric shapes (composed of about ten triangles in general).<\/p>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<p style=\"text-align: center;\"><a href=\"https:\/\/winstars.net\/wp-content\/uploads\/2020\/02\/moon-relief1.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-1491 size-large\" src=\"https:\/\/winstars.net\/wp-content\/uploads\/2020\/02\/moon-relief1-1024x576.png\" alt=\"\" width=\"525\" height=\"295\" \/><\/a><em>The occlusion mapping technique plays with shadows and lights to simulate roughness on the surface of an object.<\/em><\/p>\n<p style=\"text-align: center;\">\n<a href=\"https:\/\/winstars.net\/wp-content\/uploads\/2020\/02\/moon-relief2.png\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-1492 size-large aligncenter\" src=\"https:\/\/winstars.net\/wp-content\/uploads\/2020\/02\/moon-relief2-1024x576.png\" alt=\"\" width=\"525\" height=\"295\" \/><\/a><em>Here, wireframe rendering has been enabled. In reality, the surface remains very simple geometrically.<\/em><\/p>\n<p style=\"text-align: center;\">\n<a href=\"https:\/\/winstars.net\/wp-content\/uploads\/2020\/02\/moon-relief3.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-1493 size-large\" src=\"https:\/\/winstars.net\/wp-content\/uploads\/2020\/02\/moon-relief3-1024x576.png\" alt=\"\" width=\"525\" height=\"295\" \/><\/a><em>Thanks to tessellation, the number of polygons used to represent an object&#8217;s details increases considerably. Hollows and bumps are now represented in three dimensions and are no longer merely simulated.<\/em><\/p>\n<p style=\"text-align: center;\">\n<a href=\"https:\/\/winstars.net\/wp-content\/uploads\/2020\/02\/moon-relief4.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-1494 size-large\" src=\"https:\/\/winstars.net\/wp-content\/uploads\/2020\/02\/moon-relief4-1024x576.png\" alt=\"\" width=\"525\" height=\"295\" \/><\/a><em>The much more complex mesh of the surface is visible in wireframe mode. The triangles here are counted by the thousands.<\/em><\/p>\n<p>The advantage of tessellation lies in the fact that the addition of these new triangles is carried out internally by the graphics processor during rendering.<br \/>\nThere is therefore no problem of bandwidth reduction between the CPU and GPU during the geometric complexification phase. Since this technique is highly optimized, its impact on the software&#8217;s fluidity is limited.<\/p>\n<p>This Gamoniac video explains the benefits of this technique in the video game industry:<\/p>\n<p><iframe loading=\"lazy\" src=\"\/\/www.youtube.com\/embed\/wg2lP6Xv6a4\" width=\"560\" height=\"314\" allowfullscreen=\"allowfullscreen\"><\/iframe><\/p>\n<p>Tessellation is enabled for Mars and the Moon and currently only works with desktop versions (Linux, MacOS, and Windows). The rendering of Mars&#8217; surface is not as good as the Moon&#8217;s due to the significantly lower texture quality. I am searching for better textures to provide a similar rendering.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Starting with version 3.0.118, WinStars uses tessellation to improve the rendering of planetary surfaces. This technique, introduced with the OpenGL 4.0 standard, adds a large number of triangles to an object, making its appearance more complex. Until now, WinStars simulated the relief of a planet by playing with shadows and trompe-l&#8217;\u0153il perspectives. The textures modified &hellip; <\/p>\n<p class=\"link-more\"><a href=\"https:\/\/winstars.net\/en\/2020\/02\/24\/tessellation-in-winstars\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Tessellation and rendering of planetary surfaces&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-822","post","type-post","status-publish","format-standard","hentry","category-non-classe"],"_links":{"self":[{"href":"https:\/\/winstars.net\/en\/wp-json\/wp\/v2\/posts\/822","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/winstars.net\/en\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/winstars.net\/en\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/winstars.net\/en\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/winstars.net\/en\/wp-json\/wp\/v2\/comments?post=822"}],"version-history":[{"count":16,"href":"https:\/\/winstars.net\/en\/wp-json\/wp\/v2\/posts\/822\/revisions"}],"predecessor-version":[{"id":1593,"href":"https:\/\/winstars.net\/en\/wp-json\/wp\/v2\/posts\/822\/revisions\/1593"}],"wp:attachment":[{"href":"https:\/\/winstars.net\/en\/wp-json\/wp\/v2\/media?parent=822"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/winstars.net\/en\/wp-json\/wp\/v2\/categories?post=822"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/winstars.net\/en\/wp-json\/wp\/v2\/tags?post=822"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}