dc.contributor.author | Bruijns, J. | en_US |
dc.contributor.editor | S. N. Spencer | en_US |
dc.date.accessioned | 2014-02-06T15:01:25Z | |
dc.date.available | 2014-02-06T15:01:25Z | |
dc.date.issued | 1998 | en_US |
dc.identifier.isbn | 0-89791-097-X | en_US |
dc.identifier.issn | 1727-3471 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/EGGH/EGGH98/015-023 | en_US |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | 1.3.3 [Computer Graphics] | en_US |
dc.subject | Picture/Image Generation | en_US |
dc.subject | display algorithms | en_US |
dc.subject | 1.3.5 [Computer Graphics] | en_US |
dc.subject | Computational Geometry and Object Modeling | en_US |
dc.subject | Surface representations. | en_US |
dc.title | Quadratic Bezier Triangles As Drawing Primitives | en_US |
dc.description.seriesinformation | SIGGRAPH/Eurographics Workshop on Graphics Hardware | en_US |