Title of article
Ray Tracing Triangular Bézier Patches
Author/Authors
S. H. Martin Roth، نويسنده , , Patrick Diezi ، نويسنده , , Markus H. Gross، نويسنده ,
Issue Information
روزنامه با شماره پیاپی سال 2001
Pages
11
From page
422
To page
432
Abstract
We present a new approach to finding ray–patch intersections with triangular Bernstein–Bézier patches of arbitrary degree. This paper extends and complements on the short presentation17 . Unlike a previous approach which was based on a combination of hierarchical subdivision and a Newton–like iteration scheme21 , this work adapts the concept of Bézier clipping to the triangular domain.
The problem of reporting wrong intersections, inherent to the original Bézier clipping algorithm14 , is inves-tigated and opposed to the triangular case. It turns out that reporting wrong hits is very improbable, even close to impossible, in the triangular set–up. A combination of Bézier clipping and a simple hierarchy of nested bounding volumes offers a reliable and accurate solution to the problem of ray tracing triangular Bézier patches.
Keywords
Isosurface • Reconstruction filter • Octree • Quantization.
Journal title
Computer Graphics Forum
Serial Year
2001
Journal title
Computer Graphics Forum
Record number
404410
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