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
Link To Document :
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