tessellation
 
 
 
  1. In general, the covering of a geometric model by congruent plane figures of various shapes and sizes of the same type (polygons), without any gaps or overlaps.
  2. In dynamics, the internal conversion of NURBS objects to polygons before rigid body dynamics are animated.

    The tessellation factor sets the approximate number of polygons created during this conversion. Low numbers create coarser geometry (and nickeling) and lessen animation accuracy, but increase the playback speed.