Title: | A Subdivision Scheme Based on Vertex Normals for Triangular Patches |
Authors: | Mao, Zhihong Ma, Lizhuang Zhao, Mingxi |
Citation: | WSCG '2005: Short Papers: The 13-th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2005 in co-operation with EUROGRAPHICS, p. 13-16. |
Issue Date: | 2005 |
Publisher: | Václav Skala - UNION Agency |
Document type: | konferenční příspěvek conferenceObject |
URI: | http://wscg.zcu.cz/WSCG2005/Papers_2005/Short/!WSCG2005_Short_Proceedings_Final.pdf http://hdl.handle.net/11025/11198 |
ISBN: | 80-903100-9-5 |
Keywords: | vyhlazování;geometrické modelování;dělení;plochy |
Keywords in different language: | smoothing;geometric modelling;subdivision;surfaces;triangular Bézier patch |
Abstract: | In order to achieve a smooth surface while rendering a triangle-based mesh, we need to eliminate the mismatch between the smoothness of the shading and the non-smoothness of the geometry that is particularly visible at silhouettes. To eliminate these artifacts, we substitute the geometry of a cubic triangular Bézier curved patch for a triangular flat geometry. Meanwhile a subdivision algorithm is proposed by using the degree elevation to approximate the triangular cubic Bézier patch only with little cost. The proposed algorithm can be processed without further knowledge of neighboring triangles, and can be operated as a process prior to a traditional rendering pipeline and required little change to existing authoring tools. |
Rights: | © Václav Skala - UNION Agency |
Appears in Collections: | WSCG '2005: Short Papers |
Please use this identifier to cite or link to this item:
http://hdl.handle.net/11025/11198
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