It's a little study I will be developing, phong tesselation is a geometry refinement technique which works on the gpu in a shader every frame. It's purpose is to provide smoother outlines for objects. It does not increase the polycount everywhere like dx11 tesselation which is used instead of parallax mapping. Phong Tesselation works on the edges a bit like fin extrusion.
You might it useful on terrain, even though the irrlicht LoD terrain geomipmapping algorithm is amazing, if you have spiky terrain the reliefs will pop/change shape. This method could prevent this from being more visible.
I will post progress here.
Phong Tesselation (geom shaders)
cool stuff. looking forward.
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My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info