Abstract:Curved Point-Normal(PN) triangles or the similar PN quads are both efficient ways to enhance realism in 3D rendering through tessellating every input triangle or quad into smaller triangles based on tessellation factor and soften triangles’ shared edges by using Bezier techniques. With the support of tessellation in modern GPU(Graphic Processing Unit) architecture and graphics library (e.g. DirectX 10 and 11), the PN triangles or quads has neither special requirement on rendering pipeline nor modeling tools, and it can produce soft silhouette and efficient rendering result by using vertex position, normal information, adaptable Load of Detail(LoD), and possible Normal Map or Displacement Map.