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dc.contributor.authorRoth, S. H. Martinen_US
dc.contributor.authorDiezi, Patricken_US
dc.contributor.authorGross, Markus H.en_US
dc.date.accessioned2015-02-16T11:06:11Z
dc.date.available2015-02-16T11:06:11Z
dc.date.issued2001en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/1467-8659.00535en_US
dc.description.abstractWe present a new approach to finding ray-patch intersections with triangular Bernstein-Bezier patches of arbitrary degree. This paper extends and complements on the short presentation17 . Unlike a previous approach which was based on a combination of hierarchical subdivision and a Newton-like iteration scheme21 , this work adapts the concept of Bezier clipping to the triangular domain.The problem of reporting wrong intersections, inherent to the original Bezier clipping algorithm14 , is inves-tigated and opposed to the triangular case. It turns out that reporting wrong hits is very improbable, even close to impossible, in the triangular set-up. A combination of Bezier clipping and a simple hierarchy of nested bounding volumes offers a reliable and accurate solution to the problem of ray tracing triangular Bezier patches.en_US
dc.publisherBlackwell Publishers Ltd and the Eurographics Associationen_US
dc.titleRay Tracing Triangular Bezier Patchesen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume20en_US
dc.description.number3en_US
dc.identifier.doi10.1111/1467-8659.00535en_US
dc.identifier.pages422-432en_US


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