[Test] OpenGL 4 Tessellation With Displacement Mapping


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OpenGL 4 tessellation demo

OpenGL 4 tessellation demo


Just wanted to say that GPU tessellation is really cool! Here are some screenshots from my new piece of OpenGL code that will be available shortly, very shortly πŸ˜‰

The screenshots show to what a control cage mesh (here a sphere) with 20000 polygons looks like with displacement mapping. The control cage is the low res mesh (low number of polygons). I used a uniform tessellation level of 32 and I played with various height and normal maps. It’s just amazing to see how some simple textures can shape a simple sphere…

OpenGL 4 tessellation demo

OpenGL 4 tessellation demo

OpenGL 4 tessellation demo

OpenGL 4 tessellation demo

OpenGL 4 tessellation demo

OpenGL 4 tessellation demo

OpenGL 4 tessellation demo

OpenGL 4 tessellation demo

OpenGL 4 tessellation demo

OpenGL 4 tessellation demo

OpenGL 4 tessellation demo

OpenGL 4 tessellation demo

OpenGL 4 tessellation demo



I successfully tested my new benchmark on a GTX 480 (R259.09 and R258.96), and on a HD 5770 (Cat 10.6 and Cat 10.7). But on a HD 5870 WITH Catalyst 10.7, here is the result:

OpenGL 4 tessellation  - HD  5870 + Cat 10.7


I had to use a camera to shot the bug because it was impossible under Seven. Catalyst 10.7 seems to have a serious bug with Radeon HD 5870 and OpenGL tessellation…


14 thoughts on “[Test] OpenGL 4 Tessellation With Displacement Mapping”

  1. WacKEDmaN

    awesomeeee!! some of them almost look like a deathstar! :p

    tessellation really kicks ass! cant wait to

  2. nap

    What about performance comparison of non-tessellated sphere and tessellated sphere with displacement mapping on ATI and NV?

  3. JeGX Post Author

    A tessellation level of 32 means a triangle is divided in around 1500 sub triangles. So the non tessellated version of the sphere would have 20000 *1500 = 300M polys.

    I quickly tested a 8M polys sphere (can’t alloc more!) with a tess level of 1, and the demo ran at around 10 FPS on my GTX 480.

    With a tess level of 32 and the original sphere (20000 faces then 300M polys when tessellated), the demo runs at around 30 FPS and on a HD 5870 (Cat10.6) the same demo runs at around 5 FPS…

  4. nap

    30 fps on extra-highend videocard is too slow. Looks like tessellation is not useful for real-world projects. We will have to use high tess level to apply displacement mapping, for example, on high-detail building and we will get comparable polys count with low fps.

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  6. JeGX Post Author

    There’s no DL in this post. It’s just a gallery of GPU tessellation. The soft used to create these images will be released shortly.

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  8. mantas

    wou, that is cool indeed.. open gl.. does that mean its all gpu calculated? therefore soon for new games???

  9. cigraphics

    I have an Ati HD 5650 and it says that my videocard doesn’t support OpenGL 4

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