Tessellation (tessellation / vertex division) is a technical term that is extremely important in the rendering and optimization of game graphics (technical art). An explanation of ultra-advanced geometry technology that uses GPU hardware functions to automatically divide (subdivide) low-polygon triangles into many times smaller polygons at runtime, and dynamically generate real rugged 3D vertices based on a height map.
Real-world analogy: 3D origami magic trick by making thousands of fine cuts on a flat origami surface using scissors (GPU vertex splitter) and folding it to create real rugged ``3D displacement'' on the spot
Tessellation is a tool that allows modelers to completely stop creating super heavy data of millions of polygons from scratch (which instantly kills the CPU and memory), and allows the camera to move closer while the game is running. The GPU ``automatically tears and divides only the polygons in the parts'' on the spot finely like a spider's web, and physically raises the vertices according to the instructions in the height difference notebook (height map) to create a real 3D sculpture.It is the ultimate geometry transformation technology''. Only the part you approach becomes an incredibly smooth, realistic 3D shape, and when you move away, it automatically returns to the original four ultra-light polygons, achieving both amazing visual beauty and lightness of movement at a high level.
Illustration: Tessellation (Tessellation / An infographic that clearly illustrates the basic processing flow and mechanism of vertex division) in Japanese.
Detailed mechanism and operating principle
Add "Tessellation (Tessellation)" stage, which automatically subdivides triangles into thousands of tiny polygons inside the GPU according to the distance from the camera, and physically "displaces" the vertices by the value of the height map.