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README.md

Tessellation Showcase

Every surface in this scene starts as a flat two-triangle plane. The Tessellation component subdivides each triangle into thousands of GPU micro-triangles and displaces them along their normals from a height map, turning flat geometry into rich relief — no authored high-poly meshes.

The entrypoint drives the same component with four procedural height maps:

PieceHeight sourceWhat it shows
Rocky mountains5-octave value-noise fBmNatural terrain from a flat plane
Sand dunesLow-frequency swellsSmooth rolling forms
Ocean swellCrossed sine wavesRepeating wave crests
Before / afterBold ridge gridSame box, flat vs. tessellated

What it demonstrates

Tessellation sits next to a Model + Material. It reads the entity's current mesh, subdivides each triangle into 4^level micro-triangles, and displaces them from the material's displacement map — the entity's PBR material renders the result. A single flat box + a height map becomes a detailed surface entirely on the GPU.

Running

Load the scene and enter play mode. The height maps are generated procedurally on load, so the showcase is fully self-contained.