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ACM SIGGRAPH Asia 2008 papers on - SIGGRAPH Asia '08

DOI: 10.1145/1457515.1409094

Association for Computing Machinery (ACM), ACM Transactions on Graphics, 5(27), p. 1-5, 2008

DOI: 10.1145/1409060.1409094

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Phong Tessellation

Journal article published in 2008 by Tamy Boubekeur ORCID, Marc Alexa
This paper was not found in any repository, but could be made available legally by the author.
This paper was not found in any repository, but could be made available legally by the author.

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Abstract

Modern 3D engines used in real-time applications provide shading that hides the lack of higher order continuity inside the shapes using modulated normals, textures, and tone-mapping -- artifacts remain only on interior contours and silhouettes if the surface geometry is not smooth. The basic idea in this paper is to apply a purely local refinement strategy that inflates the geometry enough to avoid these artifacts. Our technique is a geometric version of Phong normal interpolation, not applied on normals but on the vertex positions. We call this strategy Phong Tessellation.