DocumentCode
2628610
Title
Triangular Bezier clipping
Author
Roth, S. H Martin ; Diezi, Patrick ; Gross, Markus H.
Author_Institution
Dept. of Comput. Sci., Swiss Fed. Inst. of Technol., Zurich, Switzerland
fYear
2000
fDate
2000
Firstpage
413
Lastpage
414
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
Keywords
computational geometry; mesh generation; ray tracing; ray-patch intersections; triangular Bernstein-Bezier patches; triangular Bezier clipping; wrong intersections; Chebyshev approximation; Computer science; Equations; Paper technology; Polynomials; Ray tracing; Slabs; Tensile stress; Upper bound;
fLanguage
English
Publisher
ieee
Conference_Titel
Computer Graphics and Applications, 2000. Proceedings. The Eighth Pacific Conference on
Conference_Location
Hong Kong
Print_ISBN
0-7695-0868-5
Type
conf
DOI
10.1109/PCCGA.2000.883971
Filename
883971
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