![]() The idea is that the design could be continued infinitely far to cover the whole plane (though of course we can only draw a small portion of it). So far I have not ventured into the topic of aperiodic tessellations and I lack the tools to display them. A tessellation is a design using one ore more geometric shapes with no overlaps and no gaps. Sorting my letter tessellations, I found some that I could not classify and was introduced to anisohedral tiles and tilings. An unexpected and short e-mail exchange with another person doing tessellations made me realize that I needed to become comfortable with the 17 symmetry groups. Trying to make sense of the 93 classes took months. ![]() Note: This describes the OpenGL 4.0 feature, not the old gluTess tessellation functionality. This process is governed by two shader stages and a fixed-function stage. Starting with the Heesch classification of 28 types, I quickly learned that there was another classification, Grünbaum and Shepard's 93 isohedral classes. Tessellation is the Vertex Processing stage in the OpenGL rendering pipeline where patches of vertex data are subdivided into smaller Primitives. The project seemed quite limited when I began and I was unsure how I would put together the results, but the more I learned the more I realized how much more there was to learn. (See past posts on this blog for background information.) The impetus for this project came from playing with the program TesselManiac! to see how many of the program's templates (or Heesch types) could be used to tessellate standing birds. ![]() Months ago I began trying to sort the various tessellations I had developed for mazes into their appropriate types. ![]()
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