

(Fewer unique lengths requires fewer jigs in manufacturing and fewer spares needed to replace any damaged strut).Īlas, the maximum "size" of a strictly convex polyhedron made entirely of equilateral triangles (convex deltahedron) is the 30 edges of the icosahedron. Most "naive" methods of dividing the large triangles of the icosahedron into smaller triangles generates lots of different edge lengths īut there are ways to "tweak" the tessellation subdivision in order to minimize the number of different lengths of edges. When a person builds a geodesic dome out of struts, it would be super-convenient if all the struts were the same length.

You can put any integer number of repelling particles on a sphere, and calculate some minimum-energy configuration.Įqual density as equal distance from every vertex to the N nearby vertices: Min-Energy Configurations of Electrons On A Sphere. Hexakis icosahedron (aka disdyakis triacontahedron).Īny convex solid with more than 120 faces must necessarily have 2 or more kinds of faces.Įqual density as minimum-energy configurations of charged particles: When a person builds a geodesic dome out of panels, it would be super-convenient if every panel were identically the same size and shape.Īlas, the maximum "size" is the 120 identical faces of the (A few people use geodesic grids based on this principle).Įqual density as congruent triangles formed by the vertices: You can tessellate a sphere to give a geodesic sphere such that every triangle has exactly equal area, to any desired resolution, using any equal-area projection such as the Snyder equal area projection. "Unfortunately, it is a well-known group theoretical result that there are no completely regular point distributions on the sphere for N > 20." - Max TegmarkĮqual density as equal areas of the triangles formed by the vertices: (That approximation is more than adequate for many purposes). Return UnityEdgeLengthBasedTess (v0.vertex, v1.vertex, v2.vertex, _EdgeLength) įloat d = tex2Dlod(_DispTex, float4(v.texcoord.xy,0,0)).There are several possible ways of defining "density on a sphere", each one giving somewhat different results.Īlas, most of them have some "maximum number of vertices" that give exactly equal density.Ībove that maximum number, further tessellation can at best approximate constant density. #pragma surface surf BlinnPhong addshadow fullforwardshadows vertex:disp tessellate:tessEdge nolightmapįloat4 tessEdge (appdata v0, appdata v1, appdata v2) It just moves vertices along their normals based on the amount coming from a displacement map: Shader "Tessellation Sample"

This next example shows a surface shader that does some displacement mapping without using tessellation. No GPU tessellation, displacement in the vertex modifier

TESSELLATION TRIANGLE 3D SERIES
In the Built-in Render Pipeline A series of operations that take the contents of a Scene, and displays them on a screen.
