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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.<\/jats:p>","DOI":"10.1145\/1409060.1409094","type":"journal-article","created":{"date-parts":[[2008,12,3]],"date-time":"2008-12-03T21:56:04Z","timestamp":1228341364000},"page":"1-5","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":32,"title":["Phong Tessellation"],"prefix":"10.1145","volume":"27","author":[{"given":"Tamy","family":"Boubekeur","sequence":"first","affiliation":[{"name":"TU Berlin"}]},{"given":"Marc","family":"Alexa","sequence":"additional","affiliation":[{"name":"TU Berlin"}]}],"member":"320","published-online":{"date-parts":[[2008,12]]},"reference":[{"key":"e_1_2_2_1_1","volume-title":"Proceedings of ACM SIGGRAPH\/Eurographics Graphics Hardware, 99--104","author":"Boubekeur T.","year":"1866","unstructured":"Boubekeur , T. , and Schlick , C . 2005. Generic mesh refinement on GPU . 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