
My name is Tamy Boubekeur, Ph.D in computer science. I am Associate Professor at Telecom ParisTech within the Paris Institute of Technology (France) where I lead the research activities in Computer Graphics.
In this chapter, I describe and extend the Phong Tessellation operator, a simple and efficient way to define curved geometry from flat polygons. This operator is local, defined per-polygon using only vertex position and normal vectors and does not require to generate any explicit patch. It completes Phong normal interpolation in locations where curved geometry is critical to hide polygonization artifacts (silhouette, interior contours) . I extend the original operator to the case of quads, making it compatible with triangle, quad and tri-quad meshes. This technique can be implemented on today's GPUs using uniform or adaptive instanced tessellation as well as on future DX11 graphics architectures using the tessellator unit.
In this chapter, I describe and extend the Phong Tessellation operator, a simple and efficient way to define curved geometry from flat polygons. This operator is local, defined per-polygon using only vertex position and normal vectors and does not require to generate any explicit patch. It completes Phong normal interpolation in locations where curved geometry is critical to hide polygonization artifacts (silhouette, interior contours) . I extend the original operator to the case of quads, making it compatible with triangle, quad and tri-quad meshes. This technique can be implemented on today's GPUs using uniform or adaptive instanced tessellation as well as on future DX11 graphics architectures using the tessellator unit.
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