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.
Our complete list of our projects on real time tessellation and applications is available here, with papers, presentations and demos.
@article{Boubekeur:2008:PhongTess, author = {Tamy Boubekeur and Marc Alexa}, title = {Phong Tessellation}, journal = {ACM Transactions on Graphics (Proc. SIGGRAPH Asia 2008)}, volume = {27}, number = {5}, year = {2008}, articleno = {141}, }