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Phong Tessellation

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Uploaded by on Aug 28, 2008

The Phong Tessellation, by Tamy Boubekeur and Marc Alexa (TU Berlin, Germany) is a geometric version the Phong normal interpolation to improve the visual continuity of meshes with a local curved displacement, adapted to current and next generation GPUs. Visit the project page at http://user.cs.tu-berlin.de/~boubek/papers/PhongTessellation/

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  • @ipbalkenende Ocarina of Time Remake Anyone?

  • This tech would be totally awesome upgrading older games.

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All Comments (19)

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  • Polygons are lines connected together, polygons they cant be smooth round.

  • its still obvious the interior is made of polygons, this only solves the outline

  • @1:44 quake2 final boss and it's balloney brother

  • @EricTheHax put Oot on the ps3, or pc with dx11 tessellation ? drools.

  • @EricTheHax Indeed, the world can blow up, burn to a pit, flood everything or what ever after and ONLY after a remake of OoT is dropped and graced by every true grateful gamer in the world.

    Then the world can end for all I care lol.

  • @ZR0SuM Seconded. OoT needs remake.

    Before any of you faggots out there start trolling, yes there should always be new games, not just remakes, but some games, like OoT, deserve a remake.

  • The best about tesselation in games is that once the geometry is tesselated, the computer can DISPLACE it to create even finer detail and obtain photoreality.

    The most common way to displace vertexes in game is to use a DISPLACEMENT MAP. It tells for every pixel where to push or pull (/ positively or negatively / adding volume or substracting volume)

    ZBRUSH can create displacement maps but you need to sculpt it by hand and be very talented.

    PHOTOSCULPT on the other hand is all automated.

  • @thebizzlehimself it looks like it does, as evident by the thing with the fins. The fins look rounded though it doesnt look like they should be rounded. It could probably be cancelled out by adding a few additional pollies to tell the engine 'yes this is a flat surface'

  • every damn game should use tesselation. otherwise it lewks like shyte

  • Hi, how do you subdivide the original triangle once you interporlate the projected location?

    I can see the shader text in the executable with WordPad, but hopefully you can post a formatted version on your site... ;)

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