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dc.contributor.authorBruijns, J.en_US
dc.contributor.editorS. N. Spenceren_US
dc.date.accessioned2014-02-06T15:01:25Z
dc.date.available2014-02-06T15:01:25Z
dc.date.issued1998en_US
dc.identifier.isbn0-89791-097-Xen_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH98/015-023en_US
dc.description.abstractWe 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.publisherThe Eurographics Associationen_US
dc.subject1.3.3 [Computer Graphics]en_US
dc.subjectPicture/Image Generationen_US
dc.subjectdisplay algorithmsen_US
dc.subject1.3.5 [Computer Graphics]en_US
dc.subjectComputational Geometry and Object Modelingen_US
dc.subjectSurface representations.en_US
dc.titleQuadratic Bezier Triangles As Drawing Primitivesen_US
dc.description.seriesinformationSIGGRAPH/Eurographics Workshop on Graphics Hardwareen_US


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