This tag refers to questions about increasing the complexity of a data-set through subdivision.
OpenGL/DirectX11
OpenGL and DirectX11 both have programmable tessellation generation on the correct hardware. OpenGL refers to the shaders as 'control' and 'evaluation' shaders, DirectX11 as 'hull' and 'domain' shaders. Commonly used for dynamic level-of-detail. Can be seen in many newer games and tech demos.
GLUTessellator
Tessellation may also refer to the functionality of GLUTesselator, which has functionality for creating concave and self intersecting polygons by splitting a complex face into multiple convex ones. There is a handy resource here.