{"title":"Quadratic Bezier triangles as drawing primitives","authors":"J. Bruijns","doi":"10.1145/285305.285307","DOIUrl":null,"url":null,"abstract":"Bezier Triangles As Drawing Primitives J. Bruijns, Philips Research Laboratories’ 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. CR","PeriodicalId":298241,"journal":{"name":"Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware","volume":"15 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1998-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"14","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/285305.285307","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 14
Abstract
Bezier Triangles As Drawing Primitives J. Bruijns, Philips Research Laboratories’ 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. CR
J. Bruijns, Philips研究实验室“我们建议使用二次贝塞尔三角形作为额外的绘图基元:二次贝塞尔三角形比平面三角形需要更少的模型数据来忠实地表示曲面。因此,它们需要较少的存储和/或传输容量。此外,它们还允许自动划分细节级别。最后,它们在模型视图转换和光照计算方面节省了大量的时间。我们提出了两种用于渲染这些三角形的算法,每一种算法都可以很容易地结合到当前用于平面三角形的硬件渲染系统中。CR