Quadratic Bezier Triangles As Drawing Primitives
Abstract
We propose to use quadratic Bezier triangles as additional drawing primitives: quadratic Bezier triangles require much less model data for faithful representation of curved surfaces than planar triangles. Therefore, they require less storage and/or transmission capacity. Furthermore, they allow automatic level-of-detail. Finally, they result in considerable savings in model-view transformations and lighting calculations. We present two algorithms for rendering these triangles, each of which can be easily incorporated in hardware render systems currently used for planar triangles.
BibTeX
@inproceedings {10.2312:EGGH:EGGH98:015-023,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {S. N. Spencer},
title = {{Quadratic Bezier Triangles As Drawing Primitives}},
author = {Bruijns, J.},
year = {1998},
publisher = {The Eurographics Association},
ISSN = {1727-3471},
ISBN = {0-89791-097-X},
DOI = {10.2312/EGGH/EGGH98/015-023}
}
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {S. N. Spencer},
title = {{Quadratic Bezier Triangles As Drawing Primitives}},
author = {Bruijns, J.},
year = {1998},
publisher = {The Eurographics Association},
ISSN = {1727-3471},
ISBN = {0-89791-097-X},
DOI = {10.2312/EGGH/EGGH98/015-023}
}