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dc.contributor.authorOgaki, Shinjien_US
dc.contributor.authorTokuyoshi, Yusukeen_US
dc.contributor.editorRavi Ramamoorthi and Erik Reinharden_US
dc.date.accessioned2015-02-27T14:45:43Z
dc.date.available2015-02-27T14:45:43Z
dc.date.issued2011en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2011.01993.xen_US
dc.description.abstractThere are two major ways of calculating ray and parametric surface intersections in rendering. The first is through the use of tessellated triangles, and the second is to use parametric surfaces together with numerical methods such as Newton's method. Both methods are computationally expensive and complicated to implement. In this paper, we focus on Phong Tessellation and introduce a simple direct ray tracing method for Phong Tessellation. Our method enables rendering smooth surfaces in a computationally inexpensive yet robust way.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.titleDirect Ray Tracing of Phong Tessellationen_US
dc.description.seriesinformationComputer Graphics Forumen_US


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