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.
| Original language | English |
|---|---|
| Article number | 141 |
| Journal | ACM Transactions on Graphics |
| Volume | 27 |
| Issue number | 5 |
| DOIs | |
| Publication status | Published - 1 Dec 2008 |
| Externally published | Yes |
Keywords
- Mesh refinement
- Real-time tessellation
- Visual continuity
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