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Phong Tessellation

Tamy Boubekeur and Marc Alexa
SIGGRAPH Asia 2008 (ACM Transactions on Graphics vol. 27)

Phong Tessellation
Phong Tessellation naturally completes Phong Shading.


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.


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BibTex Reference:
       author = {Tamy Boubekeur and Marc Alexa},
       title = {Phong Tessellation},
       journal ={ACM Trans. Graphics (Proc. SIGGRAPH Asia)},
       year = {2008},
      volume = {27},
       number = {?},
       pages = {??-??},

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The complete list of our projects on real time tessellation and applications is available here, with papers, presentations and demos.

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