Robust Incremental Polygon Triangulation for Fast Surface Rendering
Date issued
2000
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
University of West Bohemia
Abstract
This paper presents a simple, robust and practical, yet fast algorithm for triangulation of points on the
domain of trimmed Bézier surfaces. These R
2
points are input to this algorithm by a surface sampler. A set
of polygons is formed from these samples, which are then triangulated. We also show how to update the
triangulation when the samples, and hence the polygons, are updated. The output is a set of triangle strips.
The algorithm includes heuristics to avoid long and thin triangles. In addition, it also detects if the
sampling of the trimming curve forms any non-simple polygons and corrects the triangulation by adding
more samples. The triangulation algorithm is more generally applicable to polygons in a plane. We report
an implementation of the algorithm and its performance on extensive surface-model walkthrough
Description
Subject(s)
vykreslování, CAD, triangulace mnohoúhelníků, výpočetní geometrie, povrch
Citation
WSCG '2000: Conference proceeding: The 8th International Conference in Central Europe on Computers Graphics, Visualization and Interaktive Digital Media '2000 in cooperation with EUROGRAPHICS and IFIP WG 5.10: University of West Bohemia, Plzen, Czech republic, February 7 - 10, 2000, p. 381-388.