ABSTRACT

The “Geometry Manipulation” section of the book focuses on the ability of graphics processor units (GPUs) to process and generate geometry in exciting and interesting ways.

Tamy Boubekeur covers Phong Tesselation in the article “As Simple as Possible Tessellation for Interactive Applications.” This operator is simpler than GPU subdivision surfaces and their approximations but succeeds at hiding standard “polygonization” artifacts often encountered on mesh silhouettes and interior contours. Phong Tessellation can be implemented on today’s GPU using either uniform or adaptive instanced tessellation (vertex shader), or on the geometry shader for low tessellation rates.