There’s another way to tessellate Icosahedrons which allows for greater granularity over the number of faces. Instead of doing the subdivision by adding just a single vertex at the center of each edge, you can add two vertices to each edge and another vertex at the center of the face and generate 9 new faces per triangle instead of 4 resulting in a 180 face sphere. You can continue this with other numbers of additional edge vertices. 3 vertices is the same as two levels of 1 vertex tessellation, or 320. 4 vertices per edge creates 25 new faces per triangle and a 500 face sphere, etc.

It is more difficult to calculate the new edge vertices; you should be slerping between the initial icosahedron’s vertex positions to find both the new edge vertices and interior face vertices rather than linearly lerping to the center and renormalizing as you can with the naive tessellation.

Tech Artist & Graphics Programmer lately focused on Unity VR game dev.

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