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.
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.