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dc.contributor.authorLaporte, Hen_US
dc.contributor.authorNyiri, Een_US
dc.contributor.authorFroumentin, Men_US
dc.contributor.authorChaillou, Cen_US
dc.contributor.editorP. F. Lister and R. L. Grimsdaleen_US
dc.date.accessioned2014-02-06T14:24:17Z
dc.date.available2014-02-06T14:24:17Z
dc.date.issued1993en_US
dc.identifier.isbn-en_US
dc.identifier.issn-en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH93/044-055en_US
dc.description.abstractToday, most of the powerful graphic systems are based on 3D-triangle display methods.However, this approach generates well-known problems, like the low quality ofcontours and shading, and the necessity to have large amounts of primitives to displaycomplex scenes. A way to solve these problems is to use higher level primitives,among which a very interesting one is the quadric surface. We study here directvisualization of quadric surfaces (quadrics for short) .Although we study all the rendering process, we focus on the scan conversion stage.First, we present mathematical and modeling backgrounds where we show that aquadric surface can easily be rendered in scan-line. Then we give the general algorithmand details about the difficult part, i.e. the bounding plane algorithm. A functionaldescription of a scan converting processor is proposed, using a modular approach.In the last part, we give a hardware implementation of each module and the wholeprocessor. We also do an estimation of the silicon cost. The conclusion is that ourquadric patch scan converter can actually be realized.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleDirect Visualization of Quadricsen_US
dc.description.seriesinformationEurographics Workshop on Graphics Hardwareen_US


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