Phong Tessellation

Author:

Boubekeur Tamy1,Alexa Marc1

Affiliation:

1. TU Berlin

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.

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Graphics and Computer-Aided Design

Cited by 27 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Hardware Adaptive High‐Order Interpolation for Real‐Time Graphics;Computer Graphics Forum;2021-11-28

2. Bijective projection in a shell;ACM Transactions on Graphics;2020-12-31

3. Phong deformation;ACM Transactions on Graphics;2020-08-31

4. Postprocessor for five-axis machining of STL surfaces based on Nagata interpolation and optimization of rotation angles;International Journal of Computer Integrated Manufacturing;2020-08-02

5. Multisided generalisations of Gregory patches;Computer Aided Geometric Design;2018-05

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