Phong Tessellation
Tamy Boubekeur, Marc Alexa
In ACM Transactions on Graphics, 27(5), December 2008.
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.
Keyword(s): real-time tessellation, mesh refinement, visual continuity
@article{Boubekeur:2008:PT,
author = {Tamy Boubekeur and Marc Alexa},
title = {Phong Tessellation},
journal = {ACM Transactions on Graphics},
volume = {27},
number = {5},
pages = {141:1--141:5},
month = dec,
year = {2008},
}
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