Back to Tamy Boubekeur's Homepage
As-Simple-As Possible Tessellation for Interactive Applications
Tamy Boubekeur
Chapter in GPU Pro - Advanced Rendering Techniques (ShaderX Book Series). A.K. Peters. 2010
Extended Phong Tessellation naturally completes Phong Shading for triangles, quad and triquad meshes. From left to right: the input domain, shading with Phong Normal Interpolation and Extended Phong Tessellation generated in real time on the GPU.
Abstract
In this chapter, I describe and extend the Phong Tessellation operator, a simple and efficient way to define curved geometry from flat polygons. This operator is local, defined per-polygon using only vertex position and normal vectors and does not require to generate any explicit patch. It completes Phong normal interpolation in locations where curved geometry is critical to hide polygonization artifacts (silhouette, interior contours) . I extend the original operator to the case of quads, making it compatible with triangle, quad and tri-quad meshes. This technique can be implemented on today's GPUs using uniform or adaptive instanced tessellation as well as on future DX11 graphics architectures using the tessellator unit.
Resources
Book Chapter:
- Book available online and in book stores in spring 2010.
- Table of content and summary of the book is here
|
BibTex Reference:
@InBook{Boubekeur:2010:ASAPTess,
author = {Tamy Boubekeur},
title = {GPU Pro - Advanced Rendering Techniques},
chapter = {As-Simple-As Possible Tessellation for Interactive Applications},
year = {2010},
publisher = {A.K. Peters},
series = {ShaderX Book Series},
}
|
Demo:
|
|
Related publications
The complete list of our projects on real time tessellation and applications is available here, with papers, presentations and demos.
Back to Tamy Boubekeur's Homepage