A quadrilateral rendering primitive

K. Hormann, M. Tarini
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引用次数: 36

Abstract

The only surface primitives that are supported by common graphics hardware are triangles and more complex shapes have to be triangulated before being sent to the rasterizer. Even quadrilaterals, which are frequently used in many applications, are rendered as a pair of triangles after splitting them along either diagonal. This creates an undesirable C1 -discontinuity that is visible in the shading or texture signal. We propose a new method that overcomes this drawback and is designed to be implemented in hardware as a new rasterizer. It processes a potentially non-planar quadrilateral directly without any splitting and interpolates attributes smoothly inside the quadrilateral. This interpolation is based on a recent generalization of barycentric coordinates that we adapted to handle perspective correction and situations in which a quadrilateral is partially behind the point of view.
四边形渲染原语
普通图形硬件支持的唯一表面基元是三角形,更复杂的形状必须在发送到光栅化器之前进行三角化。即使是在许多应用程序中经常使用的四边形,在沿着对角线将它们分开后也会呈现为一对三角形。这就产生了在阴影或纹理信号中可见的不理想的C1 -不连续性。我们提出了一种新的方法来克服这个缺点,并设计成一种新的光栅化器在硬件上实现。它直接处理潜在的非平面四边形而不进行任何分裂,并在四边形内平滑地插入属性。这种插值是基于最近的重心坐标的推广,我们适应于处理视角校正和四边形部分落后于视角的情况。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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