Résumé
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.
| langue originale | Anglais |
|---|---|
| Numéro d'article | 141 |
| journal | ACM Transactions on Graphics |
| Volume | 27 |
| Numéro de publication | 5 |
| Les DOIs | |
| état | Publié - 1 déc. 2008 |
| Modification externe | Oui |
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