Roofing was either corrugated iron or unpainted slate and shingles. Early Victorian homes were simple yet formal, and were often made from brick with a corrugated iron or tiled roof.
Some featured a weatherboard or stucco facade. Colour schemes in this period were subdued and somewhat rustic. Mid- to late-Victorian homes were far more ornate, with ornamental brickwork, cast-iron lacework, decorative ceilings, polished timber floors and coloured glass windows making an appearance. When it came to tiles and paint finishes, bold and contrasting colour schemes became popular.
During this time, the tile patterns on the front path was often different to the pattern on the verandah. Houses from this period often featured a red or dark-brown brick exterior, with ornate timber fretwork and leadlight windows.
The influence of William Morris and the Arts and Crafts movement was expressed through the use of natural, earthy colours on walls and floors, such as brown, leafy green and dark grey. Verandahs were important features of Federation homes and often boasted stunning tessellated tile floors.
The octagon and dot tile pattern experienced a surge in popularity during this period. With their curved balconies, porthole windows and pared-back detailing, Art Deco houses were considered very modern in their day. Exteriors tended to be brick, but cement render and stucco were popular too. Striking, geometric-patterned floors in bold colours such as yellow, black and grey were used to ramp up the glamour factor both inside and outside Art Deco homes - a common feature in hallways, bathrooms, kitchens and front paths.
A decorative, contrasting border around the tessellated pattern was also often used for impact. Californian bungalows are generally brick or weatherboard, and feature colours and materials drawn from nature.
They have a simpler, more laid-back feel than Victorian and Federation homes, with a warm-neutral palette and pared-back decorative detailing to match.
You can create just about any pattern you like with tessellated tiles — the only limit is your imagination. At Olde English Tiles, we have multiple tile patterns for you to choose from, ranging from simple and minimalist looks to decorative and complex ones. To help you save time and narrow your search, patterns are curated into collections to suit different architectural periods — Colonial, Federation, Victorian, Art Deco and California Bungalow.
The cost varies depending on the complexity of the tile pattern and shape — a simple pattern with a few tile shapes is generally less expensive than a very intricate pattern with a border. When you call gluEndPolygon , it signals the end of the final contour and starts the tessellation. You can omit the call to gluNextContour before the first contour.
The gluBeginPolygon function begins the specification of a polygon to be tessellated and associates a tessellation object, tessobj , with it. The callback functions to be used are those that you bind to the tessellation object with gluTessCallback.
The gluTessVertex function specifies a vertex in the polygon to be tessellated. Call gluTessVertex for each vertex in the polygon. First published 05 Nov Download Citation. Request permissions. A triple-pore tessellated square array by a metal-hexagonal ligand with reinforced tetra-connectors S. Social activity. Search articles by author Suqing Li. He Zhao. Mingzhao Chen. Jun Wang. Wanying Zhong. Zhilong Jiang. Die Liu. Privacy policy. The Direct3D 11 runtime supports three new stages that implement tessellation, which converts low-detail subdivision surfaces into higher-detail primitives on the GPU.
Tessellation tiles or breaks up high-order surfaces into suitable structures for rendering. By implementing tessellation in hardware, a graphics pipeline can evaluate lower detail lower polygon count models and render in higher detail. While software tessellation can be done, tessellation implemented by hardware can generate an incredible amount of visual detail including support for displacement mapping without adding the visual detail to the model sizes and paralyzing refresh rates.
To access the new tessellation features, you must learn about some new pipeline stages. Tessellation uses the GPU to calculate a more detailed surface from a surface constructed from quad patches, triangle patches or isolines.
To approximate the high-ordered surface, each patch is subdivided into triangles, points, or lines using tessellation factors. The Direct3D 11 pipeline implements tessellation using three new pipeline stages:. The following diagram shows the progression through the tessellation stages.
The progression starts with the low-detail subdivision surface. The progression next highlights the input patch with the corresponding geometry patch, domain samples, and triangles that connect these samples. The progression finally highlights the vertices that correspond to these samples.
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