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.
Resources
Paper:
BibTex Reference: @ARTICLE{Boubekeur:2008:PhongTess,
author = {Tamy Boubekeur and Marc Alexa},
title = {Phong Tessellation},
journal ={ACM Trans. Graphics (Proc. SIGGRAPH Asia)},
year = {2008},
volume = {27},
number = {?},
pages = {??-??},
}
Video and Demo:
Related publications
The complete list of our projects on real time tessellation and applications is available here, with papers, presentations and demos.