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.