• DocumentCode
    3201898
  • Title

    An algorithm for polygon subdivision based on vertex normals

  • Author

    Van, C. W A M Overveld ; Wyvill, B.

  • Author_Institution
    Dept. of Math. & Comput. Sci., Eindhoven Univ. of Technol., Netherlands
  • fYear
    1997
  • fDate
    23-27 June 1997
  • Firstpage
    3
  • Lastpage
    12
  • Abstract
    In order to achieve the impression of a smooth surface while rendering a polygon mesh, normal vector vectors may be provided in the vertices of the mesh that are the average of the surface normals of the adjacent polygons. Interpolation of these normal vectors while rendering of the polygons in the mesh, and using the interpolated normal vectors in the shading computations, yields a smoothly varying intensity distribution. There is an inherent mismatch, however, between the smoothness of the shading thus achieved and the non-smoothness of the geometry which is particularly visible at silhouettes, showing as straight edges and non-smooth edge junctions at the silhouette vertices. A remedy for these artefacts is suggested. The remedy consists of subdividing each input polygon into a mesh of polygons prior to rendering. The shape of this resulting polygon mesh is controlled by the normal vectors that are provided in the vertices of the original polygon, unlike other subdivision schemes that make use of adjacent polygons. With the method, polygons equipped with vertex normal vectors can therefore be processed without further knowledge of neighbour polygons. This makes the method well-suited in the context of graphics libraries, such as OpenGl, that treat polygons typically on a per-polygon basis. So the proposed computation of the mesh which replaces the original polygon can be viewed as a filter which may operate as a process in front of a traditional polygon rendering pipeline.
  • Keywords
    computational geometry; interpolation; rendering (computer graphics); vectors; OpenGl; computation; filter; graphics libraries; input polygon subdivision; interpolated normal vectors; interpolation; nonsmooth edge junctions; nonsmooth geometry; polygon mesh rendering; polygon mesh shape; polygon subdivision algorithm; shading computations; silhouette vertices; silhouettes; smooth surface; smoothly varying intensity distribution; straight edges; surface normals; vectors; vertex normal vectors; vertex normals; Computational Intelligence Society; Computer science; Drives; Geometry; Graphics; Hardware; Mathematics; Pipelines; Rendering (computer graphics); Solid modeling;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computer Graphics International, 1997. Proceedings
  • Conference_Location
    Hasselt and Diepenbeek, Belgium
  • Print_ISBN
    0-7695-0185-0
  • Type

    conf

  • DOI
    10.1109/CGI.1997.601259
  • Filename
    601259