Abstract
Shader-based graphics programming can be utilized to create a standard, re-usable method of applying surface detail to a simple shape using tessellation. There is a need for instructional resources outlining how this is accomplished for arbitrary graphics models. The tessellation evaluation shader handles tasks such as vertex position modifications and perspective matrix processing. This implementation also demonstrates how to calculate texture coordinates for the vertices that are generated by the tessellator. The models used are a pyramid with distinct flat surfaces, and a sphere with a continuous curved surface. The benefit of additional surface detail is demonstrated by applying a height map to the models during the tessellation stage. With comparable polygon counts, the RAM usage and GPU usage are both lower with tessellation compared to without tessellation for dense models. The strength of this implementation is that it may be applied universally to pyramids and spheres to add additional surface detail through tessellation. This implementation can also be expanded by applying more performance enhancing tessellation techniques or realistic effects such as noise functions.