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Phong Tessellation
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Source International Conference on Computer Graphics and Interactive Techniques archive
ACM SIGGRAPH Asia 2008 papers table of contents
Singapore
SESSION: Reflectance & subdivision table of contents
Article No. 141  
Year of Publication: 2008
ISSN:0730-0301
Also published in ...
Authors
Tamy Boubekeur  TU Berlin
Marc Alexa  TU Berlin
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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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.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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Boubekeur, T., and Schlick, C. 2005. Scalar tagged PN triangles. In Proceedings of Eurographics 2005 (short papers), 17--20.
 
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Boubekeur, T., and Schlick, C. 2008. A flexible kernel for adaptive mesh refinement on GPU. Computer Graphics Forum 27, 1, 102--114.
 
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Dyken, C, Reimers, M., and Seland, J. 2008. Realtime GPU silhouette refinement using adaptively blended bezier patches. Comp. Graph. Forum 27, 1, 1--12.
 
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Loop, C. 1987. Smooth subdivisions surfaces based on triangles. Master's thesis, University of Utah.
 
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Max, N. 1989. Smooth appearance for polygonal surfaces. The Visual Computer 5, 3 (Mai), 160--173.
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Collaborative Colleagues:
Tamy Boubekeur: colleagues
Marc Alexa: colleagues