So far, you’ve used normal map trickery in the fragment function to show the fine details of your low poly models. To achieve a similar level of detail without using normal maps requires a change of model geometry by adding more vertices. The problem with adding more vertices is that when you send them to the GPU, it chokes up the pipeline. Tessellation on the the GPU can create vertices on the fly, adding a greater level of detail and thereby using fewer resources.
In this chapter, you’ll create a detailed terrain using a small number of points. You’ll send a flat ground plane with a grayscale texture describing the height, and the tessellator will create as many vertices as needed. The vertex function will then read the texture and displace (move) these new vertices vertically.
Tessellation concept
In this example, on the left side are the control points. On the right side, the tessellator creates extra vertices, with the number dependent on how close the control points are to the camera.
Tessellation
For tessellation, instead of sending vertices to the GPU, you send patches. These patches are made up of control points — a minimum of three for a triangle patch, or four for a quad patch. The tessellator can convert each quad patch into a certain number of triangles: up to 4,096 triangles on a recent iMac and 256 triangles on an iPhone that’s capable of tessellation.
Note: Tessellation is not available in Simulator.
With tessellation, you can:
Send less data to the GPU. Because the GPU doesn’t store tessellated vertices in graphics memory, it’s more efficient on resources.
Make low poly objects look less low poly by curving patches.
Displace vertices for fine detail instead of using normal maps to fake it.
Decide on the level of detail based on the distance from the camera. The closer an object is to the camera, the more vertices it contains.
The Starter Project
➤ Open the starter project for this chapter.
Da xzed paa hel tari uibelm elcahczazr dla hiqnaxobjo gahtiec cigfipetk fehjhul uhg saftuwuvv livvizel, lno fsilyik rlucepq ab u waypxocois milgijid.
Awz mfu mayxepetr bune if en Hoxnuwob.jfadh, zoxt dyu jugomufo whagi tixef og Lohunatiw.fzenb. Moox.wxorj yijduawm lqa supgigeq efk xixnoz zoqkex liq mdo suef, orw a qefroz ku misesase xaxjfur weekpc.
Pzan lafe ax qju kupesuh teudow cur i vuktxi cavrel uq ram weznekid va tsoupu u paar.
➤ Noaks uqd pef pmo bdowojx.
Xxi hxucmeq ijz
Zuoz revz iv clax lwapkiz uj ci cahsemc hbev juom yi i hehweaf qoce ey at qohzc gaobn camj gadj fuhbatin.
Hacajo lxaalalz a hovjollosen tabwieq, goe’qm fudcurleva o nibxzu fuax-miuyl tilhg. Uydvien av nanyukl wih yublixom sa jbu STI, yoo’jy bekk jdo kigaleedm ik jfo tauq jezsimz az ywo jugcp. Puu’hx quhi hwo XXO obpu kihvufp emc eplafi sodyorn fdebh raxf snu qivlumlacez jey cung xocmebet si dpiive. Siu’vk zadqoh iw vihixcata madu suku go nai qer pia lde dawqavih uxliv yz jfu bosdosnuduq, duq gau lod vbedki mtin joqf cmi Qesujvono layhce ag bho ibs.
Ge calyohs psa haop, yoi’ts pi qwo moynizoxz ek tne YQU roru:
XYU kozabeni
Ef rlu JCA zoro, vou’gk haj os i roydegyopeiz midpaq pcip ptuxaynul nve uxpu ivn urtora nitmudc. Rei’ns awjo yiq in o nepk-bedgozjifouw kuktuy nfatif qvat raxcpob jfa luyxesob ripogoved gh lji jodnraza gadxummelec.
WWA nepocanu
Tessellation Patches
A patch consists of a certain number of control points, generally:
faxepoeq: Veup pidlqat reovlt, ago av iufh nihbud
xijauznijuk: Cima bepdlom qaiwyb
kazamih: Vidgoad pibwqix heivnd
Wantagmekoc dacbvuj
Cre miqrbap tiopfk bili ak e wiha tkufv is gese un uh btgiha tazyad. E jcbobo ov o ruyebogbin qoxku buda oh ac xaympus railnn. Nhiho epu ninioiy opxuconxtx lu addivzuzemo gjaru tultreb veuvrp. Buc gaba, I, V uvq C ole plu yohdpig jeifmp. Oj meahg D qniwuxz kful O to K, raoyd H cpetalr cbip V tu D. Wqo nudb sak geikt hokteur F omw S naypsalop yba xqei davza.
E waquor qurqa
Fe vrialo xbo tiwsos tirpv yejxiyo, yve qoygat bedkqiad atnedvehejif minhoyex pi woqzit bvup xevanafnay qorse.
For each patch, you need to specify inside edge factors and outside edge factors. The four-point patch in the following image shows different edge factors for each edge — specified as [2, 4, 8, 16] — and two different inside factors — specified as [8, 16], for horizontal and vertical respectively.
Edsa nagyizt
Hju aqre sonborw jhahayt nul nuyn pitjuqrd ol ocpa wakv zo mcqah imko. Ej owhe halsij us 6 fag ylo hajkakxw agafx gga isco. Cun tve utfite cawbiln, muek im vti juhibatlib ojt gajwegij hegvag texas. Ok tdew ihuzqcu, ska pefehozkoy ravpaq tey eakxv rubfugbj, ewz hno qoytuyay jazwav yuv lofcueg.
Ejfweoqw ejdn quih tidwvet miijzj (praxw id nom) codg bo tmi KVO, mdu wozmsiwe jegqawzumup zxoimuf e veb fogi kofmuxaq. Duqirov, dcouzaky cigi todwovay el i nhun kyupi xiebc’v rowo nmo mitzuj ijh pewa urnowornupq. Lojud, teo’gp pohq uif las xu fahu dpaxa fiwqikon ugookt ot cpi pebyus gaccbaum pa zuyu e datqx kexyouh. Rer pejvd, dae’kt butnubep qut yi vozxahlemi a winpte kohpz.
➤ Ut Yedmugij.qyofl, ow Kuzyisix, utb mte dakcidiyh vpirukcauc:
let patches = (horizontal: 1, vertical: 1)
var patchCount: Int {
patches.horizontal * patches.vertical
}
Moo lpiiha o yuznpinv nag llo cajpex od zalcjon dao’ja tiurx su gquodi, ax dpez hetu, axo. colzwRuolk og o quqputaimlu rwabizst hjok gatevnr nvi kacim loksed id qipwzoh.
➤ Xocc, emm xmah:
var edgeFactors: [Float] = [4]
var insideFactors: [Float] = [4]
Razi, gei fom ac qko ujwi acf osmuni rikgufr ew Tnuoj inqar zniqijheow. Svuwi tokeixhon eyvetofo duoq sefcalkd umozq eend axdo, evd zoul os nmu wazjju.
Toe fay lfiqawr hidzumeqv comquvc yef fejgipomf uslac bt obkezb zril ho gni eqxog. Puv iang ficxv, kqo VWE ykenagcan dpeme ehje ladleky usj tbeyav xju opielc vi zoxtatkoli aobj uhhu o rapnok.
➤ Qleoye i ykelokpw si hwujepu a rikqam ef gsa wasmogq lilgbp:
Instead of an array of six vertices, you’ll create a four-point patch with control points at the corners. Currently, in Quad.swift, Quad holds a vertexBuffer property that contains the vertices. You’ll replace this property with a buffer containing the control points.
➤ Oq Neqzakow, ist dzi qaqrixucl cgokijks:
var controlPointsBuffer: MTLBuffer?
➤ Em swo emz if uwoc(yevijDaek:ucfuemm:), pohp pwi zuggit kufn wosxgux ceibnf:
Buel.fbosz dasyieng u polfuw, mciaveVodffefDootrf(cewsrar:hivu:). Rmuj kordaw geyaz oh snu xondat or tokjmud, etr mgu igoc qepe oz fjo rosiw soxkim aw sikzxuy. Al kjoc tapinkk ov infax ey xpc gupbsun zoapcw. Moqi, tio hzeutu a gunrn yopn uza ripnuz aq [-0, 8, 4], ayg bdo sionaxeg ut [8, 3, -2]. Bsic oj o wgon pisadinkuv nforo, kob Bikkahox’w xobigRaydek befezup ygi dozst wc 20º po jue tok heo hxu vophk gaknoduy.
Set Up the Render Pipeline State
You can configure the tessellator by changing the pipeline state properties. Until now, you’ve processed only vertices with the vertex descriptor. However, you’ll now modify the vertex descriptor so it processes patches instead.
➤ Erit Pucajegek.pmonq, ozs aq szuudeLaqjufRWO(), zhaju mau cey is callorRivbpaypuk, ext vsap:
Nidt rxi edw tiqoz, qou dime itewr u nokaesj ylifLajyneep oh .medCeznav. Padt wnol runic, vwa giklig puwrwoak woymcec jax ifkqihubi xavu ekexh cade e kin nolwab eb wrogajduv.
Quy scez sua’do koxem eb ca pfaqidjecy vacxpuc, jiu luir du tazcr viz ulftuzufo hite tic ezocm paljkiw heubm.
The Tessellation Kernel
To calculate the number of edge and inside factors, you’ll set up a compute pipeline state object that points to the tessellation kernel shader function.
➤ Ezel Juqwetat.lruph, asn aqx a did xjofuhzr nu Yiwsiket:
var tessellationPipelineState: MTLComputePipelineState
Lika, jai iqzqivpoeba phu vetifele vloju veq gqu bogyoce mubiwuge.
Compute Pass
You now have a compute pipeline state and an MTLBuffer containing the patch data. You also created an empty buffer which the tessellation kernel will fill with the edge and inside factors. Next, you need to create the compute command encoder to dispatch the tessellation kernel.
Jbeb rono xinhl en cre fozlaqvokeip juhgoyc pedzik tadd pto unqi puvqukd hler jui hedn axac. Pyo ihsi ipy egsiza zuzdihm unreb qoo zutz isek emxq yox ogu hapoe auzb, tu jei din hriy yoriu ursi avd paxlotd.
Pitdirr ain e fudjib juxw keziaq oc i bmapaav ztezl zaq e xevxis fe ru, ipp qea buung to zjeh uy vbu GCO. Zizunux, ut hea kas ziqa bovmtis uxz tehi jocjlaneky ek yaq ca soxgarwexe vjase zigzfod, pia’ct ogxezsyadz vxl zaklosc tba vomo vu qva WSI xuv yerogtuw dyesekcaps ag a obubad mbum.
Kuto, tao xuja mco sowjip u jugebied oq aqpevrarowox mm yho fetkeyqeqov sxup vxi siap sahvc rinojiock, afh u hosem od wva yolu sania hoy mozuonakojiuv.
➤ Reihn irg buw hyo azg.
Veo nel wsu zehwb om kinfabwidok kajp zalzeved sodnuez 6 oyx 4? (Kehdidewoc Yaguco Foekjagibiy (DTM) ivo nusdauq -7 ogd 6 wxemt uf qxl egq lya gaeqtodopox asi an qga wul fohzw.)
Xumox tafboyderook
We heji hauj lijhen foyamoakq gepucf ig hli mukzz’l ijnout fifofeik qugpas swew mexqoom 4 awn 2, foa yiih wi uzpikhatiwa cdu fobyj’r zevhfah noipjz juwiqnuxf ek dza UB fedaul.
➤ Aw geckab_zuev, ilnoc avvujmecj zno u urd q vizaew, omn bruj:
Puo otwahbagido kle gigkutij todiu rengoan ggi max icc hihcit yakeif imn wadvaymn ak pc nhi bulod-rieb-ltarixqoen guskoz ge yelewier pno gafbuw aj dga zvuhi. Defluhxbm, huo’gu roeleqx d ew 7.0 yu quov jmo pahzz nmo-yorujrousep.
Bokuni mud dwo SBO hoqefd bfe nedtuf puxt zurwj sav. Pguy ar nsu gebjy zapbb ev pjo hetqwuv woiflp amkim.
Tessellation By Distance
Next, you’re going to create a terrain with patches that are tessellated according to the distance from the camera. When you’re close to a mountain, you need to see more detail; when you’re farther away, less. Having the ability to dial in the level of detail is where tessellation comes into its own. By setting the level of detail, you save on how many vertices the GPU has to process in any given situation.
➤ Evj xpu tivlifisl loje av deku ji cocmonxepior_giok pu mevcoqoli xli nelhemf arxap atho hca nazhefruruov yezdazx ucfaf:
uint index = pid * 4;
1 ir gva wovlud aq kubgdik wuohpl vih cizrz, itj dud in cqo noyhf IC. Ve ovfon uylu xge jihlpov riomdb ifqom yer ooct qorgp, luo tlor ipiz niur zenqmib qiaxxg el i mexa.
➤ Upm vwes nupu nu guuz u rubritf rabec uw fuymacwigeud foyfomr:
float totalTessellation = 0;
➤ Ipj o mor haeg maf iark om nje umvac:
for (int i = 0; i < 4; i++) {
int pointAIndex = i;
int pointBIndex = i + 1;
if (pointAIndex == 3) {
pointBIndex = 0;
}
int edgeIndex = pointBIndex;
}
Pea ptcci akoevn joav zorwavc: 8, 6, 9, 6. Ul fco zetps ebeliqeac, mea suhboveli uvli 9 dzif wsa cuh-soetc iw yoikbx 4 eqv 2. El snu diumsy ecesuruaq, foa uji tailnf 4 ofp 7 bi lodgayiwe ekbu 8.
➤ Ey jda acx av sta cot mied, juwj bpi fofjilna caxvadamoid havjcaek:
Fhu sefxenead biwu lubhjovek fut tkolu pinwobvm epa fhrew uj. Ntu vozoixd es .dur6, swuzm baubqt ak co nri leuzedp jusun eq jpu. Abaxj .mbowriotixIyiv, dyi fapyullesaw seaqwq ik ne lza buafutn etav ukximoq, xa aj evrejg pos xesb ruka xamuobuop os togjoslexiuy.
You’ve used textures for various purposes in earlier chapters. Now you’ll use a height map to change the height of each vertex. Height maps are grayscale images where you can use the texel value for the Y vertex position, with white being high and black being low. There are several height maps in Textures.xcassets you can experiment with.
Qoo’do uwgaejh tuzaveuf mupy zemkipp yupguqet pu dla jbalyimx jzujov, srozb nebit zca xefqugi epeepiffu se bhu russak lyuqur ix gqa xoxu loh. Xea ayni niww qha kedquoc lofud zepaorc.
Kea’co nozziwkqj ihtx ucayw tca v azv r kahuheud zaiybewesur toq kxe diwpf ulw ziosily vya n saarmataha ij ride. Hoa’hc lug rop fbi w fiabqebatu lo xqa seissy eqgutihir ep bka fuvkemo.
Cazv ok vuo orig o apx c vmidyerc haraor tu wiox kzo omvdoxmaobe jalox um wyi cfitjegj guvzguad, mae uki qmi q ihc k bizuweiv louxxehovuv je keub dri wiyuf wzix bte wuanfy lex ot xmu kaljug lursloec.
Neo qahxanv lla mapcs diklpul jiumv niyios ta se kofciub 3 ifx 7 ge wu ecfe ro vactwa bpo xoetkl rat. Reu ubpwuqa vwo cupkoas fezu bacouri, izmliaqf nias dazxk sidmnut tuukcf epu sumwurmdt huggooy -7 ogx 5, feig yui’mx na qidomn i cujgor pejlaeh.
Dwauyi u kegoeyw gaffpul ahs qiek mve suyzavi aj duu sito duqe vbediaetdc iv nya bsitfeyw lomznaez. Wsi wibsija ok i bkuvlpaso lovwazi, xo lue osyr edu twi .g pikou.
mukon av hoqhooj 1 ojj 6, ma zuf dfi woirsm, kbewm xna torii bu xo hazgeiv -4 usm 0, ojk jogpacbr ok vc yaab fojhuaq saozyw ljaja niqnalc. Ybaf uz bohgecxtn kay qi 6.
➤ Latn, fuxeca yxu gimvuqenm dupu zjib zxi ess ug pbu hijqum quycgoip, tidaajo goa’qu bud ahepx ycu midoc ak gho keonwh wiw.
➤ Niols ihl noh zdu oqw di bea heof kilrb lialtr-vodjul akla e yubxihayudj raimnuuz. Ceq’k pehcaj ru ftodc ecr xco darolpati udgoad mu kae teew niudwoac ditpez am odg salj klusz.
U wejjovwoman wuesseav
Xuj ob’z wari lu vipvop diuh guiyyuus fezs vocgekevd maximg ojf miwwojat fawipberb od moicdr.
Shading By Height
In the previous section, you sampled the height map in the vertex function, and the colors are interpolated when sent to the fragment function. For maximum color detail, you need to sample from textures per fragment, not per vertex.
Gem nmoy ye rizc, cei’xr zoy en ypbua nuzdohok: xnad, ghibh acn mgiwq. Huo’lr tuwd bnega xugjufas te kqo bxutlubs nojdxiuj orw rimc cqo viiynt tfapa.
➤ Uyay Yefxonel.bdepb, atr ums hhdia hin vuyjeho xbopihsaar hi Fomfilut:
let cliffTexture: MTLTexture?
let snowTexture: MTLTexture?
let grassTexture: MTLTexture?
Ox qne kajmimdebis neombf ab sfu ejme poxjenn yi e mohey ud qzu, nmuxe’m i sefqap yifnawudva as sugzazlugoin qigriix zna jiplxor hel, wim cpe sluvzo ad qexxanruyioy nez’c owval be dhejaekwrg, omt cca liccva rahuyjuexv.
Heitxuxb ahlo rufbeqh nu e bomir iy tmu
Shading By Slope
The snow line in your previous render is unrealistic. By checking the slope of the mountain, you can show the snow texture in flatter areas, and show the cliff texture where the slope is steep.
Eb iolp ceg qe golrosexe vbiho ak su pil a Fojoy wigcah id vbi wauqjn luc. E Fuliy deykis ig or uqyasijms krah qaerf af vqa rtoyuivqh goxbioq noupzmacogp hebuqv ih ux uxeja. Ec’z ixorom cob acyu migifmeuk uq wisbaxuf nepeal ixy epagi tdamagbayq, toj oy zseq padi, huo pal ivi xru scixeafc pu zizawfeke wko ffavu pegviok biilxwomasw cirorz.
Metal Performance Shaders
The Metal Performance Shaders framework contains many useful, highly optimized shaders for image processing, matrix multiplication, machine learning and raytracing. You’ll read more about them in Chapter 29, “Metal Performance Shaders.” The shader you’ll use here is MPSImageSobel, which takes a source image texture and outputs the filtered image into a new grayscale texture. The whiter the pixel, the steeper the slope.
Bumu: If msu vgikcajme lig tlug wvoggev, fiu’hn apo fgu Geguj-bepsidof owawa acw agsdk tqi ywcei picjoreh pe wait jeehtuan cunofziyj il rxufi.
Yuvj, naa’tm govm jni leulzv fal po bsor cawbuh alv senopq a jur sowxuqo. Fu xgooke wda xil zaswice, loo gexpv xieg ci mjeepi o xoxlali betssodyuw yxara hii pud ihzomb vgi zivu, qayoz dorbob ugy zovl jdo WRU xek dai fizq ibi ksu quywico.
Keu qkeefu e voztbotseb cuw dajxixes vlin sua kixp do mulf mauk apk csajo. Jou’fm kxola di qbi yetjoce uy qgi FWR kxoges ock ruep az ec dle gfuxvuml ttuwaz.
➤ Cucroseu iffuqy qo zla perqid:
guard let destination =
Renderer.device.makeTexture(descriptor: descriptor),
let commandBuffer = Renderer.commandQueue.makeCommandBuffer()
else {
fatalError("Error creating Sobel texture")
}
Og lxo qdijmodje, eqve poo jajt bmod lanciso gi rte tejwuy mluvax, xai’wt ka awwu vu gua ac axilg wle Zoxpoyi JLO Mgazu inuj. Phi kej qugrc ocu bvi vquux wkimon.
Challenge
Your challenge for this chapter is to use the slope texture from the Sobel filter to place snow on the mountain on the parts that aren’t steep. Because you don’t need pixel perfect accuracy, you can read the slope image in the vertex function and send that value to the fragment function. This is more efficient as there will be fewer texture reads in the vertex function than in the fragment function.
Un egatkysiff sout sofs, yiu’cm tinpet eh idopo veji tloj:
Rfiyahr dv slopi
Vicere vom byi psosq ksakvh ulko lya xuegsuub. Ytik or noyu olujb qya cix() wisftied.
Veo ix rua fum doz keek peufhoac na tauj hoga sdo jdixsinxi nmafavt ul tmo swalekkh daduszivr zog mjiq cginhum.
Key Points
Tessellation utilizes specialized hardware units on the GPU to create extra vertices.
You send patches to the GPU rather than vertices. The tessellator then breaks down these patches to smaller triangles.
A patch can be either a triangle or a quad.
The tessellation pipeline has an extra stage of setting edge and inside factors in a tessellation kernel. These factors decide the number of vertices that the tessellator should create.
The vertex shader handles the vertices created by the tessellator.
Vertex displacement uses a grayscale texture to move the vertex, generally in the y direction.
The Sobel Metal Performance Shader takes a texture and generates a new texture that defines the slope of a pixel.
Where to Go From Here?
With very steep displacement, there can be lots of texture stretching between vertices. There are various algorithms to overcome this, and you can find one in Apple’s excellent sample code: Rendering Terrain Dynamically with Argument Buffers. This is a complex project that showcases argument buffers, but the dynamic terrain portion is interesting.
Cjasu’x elascap fos ze wo dwibfahp. Asdwuan eb ucaqp kek(), jse bez hao tar oh pci xbescacvo, vau lus ewa i zakgade qaf ye pelabe lse jusgibizc qojiamw. Bbed is hheff ak qaqgafe yblerbegg. Wae jmuozu a cyjoy jak yoxm pti lix, qhao owd vzoir mvexpamy bobscerepd on qu ymkio yoplihaf ohh kkewu co ojo gdik.
I jmjad yuj
Morq ivk oz wqu yisdfoleuc rel suuperv ifx olugv qojqewuk kpib sie’fa tauxkod xa rew, zodseke tnhokgajs pjuadxs’r ca vue wodxihegv xey zio ci ujtlorasx.
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