Triangular Bezier clipping

S. Roth, Patrick Diezi, M. Gross
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引用次数: 4

Abstract

Introduces a new approach to finding ray-patch intersections with triangular Bernstein-Bezier patches of arbitrary degree. Unlike the approach of W.Sturzlinger (1998), which was based on a combination of hierarchical subdivision and a Newton-like iteration scheme, this work extends the concept of Bezier clipping to the triangular domain. The problem of reporting wrong intersections, which was inherent to the original Bezier clipping algorithm of T. Nishita et al. (1990), is investigated and opposed to the triangular case. It turns out that reporting wrong hits is very improbable, even close to impossible, in the triangular setup.
三角形贝塞尔裁剪
介绍了一种求任意度三角形Bernstein-Bezier patch的射线-patch交点的新方法。与W.Sturzlinger(1998)的方法不同,该方法基于分层细分和类似牛顿的迭代方案的结合,这项工作将贝塞尔裁剪的概念扩展到三角形域。对T. Nishita等人(1990)的原始Bezier裁剪算法固有的错误交叉点报告问题进行了研究,并与三角情况相反。事实证明,在三角形设置中,报告错误命中是非常不可能的,甚至接近于不可能。
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