dc.description.abstract | We 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 |