A Subdivision Scheme Based on Vertex Normals for Triangular Patches
Files
Date issued
2005
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
Václav Skala - UNION Agency
Abstract
In order to achieve a smooth surface while rendering a triangle-based mesh, we need to eliminate the mismatch
between the smoothness of the shading and the non-smoothness of the geometry that is particularly visible at
silhouettes. To eliminate these artifacts, we substitute the geometry of a cubic triangular Bézier curved patch for
a triangular flat geometry. Meanwhile a subdivision algorithm is proposed by using the degree elevation to
approximate the triangular cubic Bézier patch only with little cost. The proposed algorithm can be processed
without further knowledge of neighboring triangles, and can be operated as a process prior to a traditional
rendering pipeline and required little change to existing authoring tools.
Description
Subject(s)
vyhlazování, geometrické modelování, dělení, plochy
Citation
WSCG '2005: Short Papers: The 13-th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2005 in co-operation with EUROGRAPHICS, p. 13-16.