Ray Tracing Triangular Bezier Patches
dc.contributor.author | Roth, S. H. Martin | en_US |
dc.contributor.author | Diezi, Patrick | en_US |
dc.contributor.author | Gross, Markus H. | en_US |
dc.date.accessioned | 2015-02-16T11:06:11Z | |
dc.date.available | 2015-02-16T11:06:11Z | |
dc.date.issued | 2001 | en_US |
dc.description.abstract | We present a new approach to finding ray-patch intersections with triangular Bernstein-Bezier 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 Bezier clipping to the triangular domain.The problem of reporting wrong intersections, inherent to the original Bezier 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 Bezier clipping and a simple hierarchy of nested bounding volumes offers a reliable and accurate solution to the problem of ray tracing triangular Bezier patches. | en_US |
dc.description.number | 3 | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 20 | en_US |
dc.identifier.doi | 10.1111/1467-8659.00535 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.pages | 422-432 | en_US |
dc.identifier.uri | https://doi.org/10.1111/1467-8659.00535 | en_US |
dc.publisher | Blackwell Publishers Ltd and the Eurographics Association | en_US |
dc.title | Ray Tracing Triangular Bezier Patches | en_US |