@inproceedings{1ba7368feb5c478486736406d8b8a02c,
title = "A subdivision scheme based on vertex normals for triangular patches",
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 B{\'e}zier curved patch for a triangular flat geometry. Meanwhile a subdivision algorithm is proposed by using the degree elevation to approximate the triangular cubic B{\'e}zier 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. Copyright UNION Agency - Science Press.",
keywords = "Geometric modeling, Smoothing, Subdivision, Surface, Triangular B{\'e}zier patch",
author = "Zhihong Mao and Lizhuang Ma and Mingxi Zhao",
year = "2005",
language = "英语",
isbn = "8090310079",
series = "13th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2005, WSCG'2005 - In Co-operation with EUROGRAPHICS, Full Papers",
pages = "13--16",
booktitle = "13th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2005, WSCG'2005 - In Co-operation with EUROGRAPHICS, Full Papers",
note = "13th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2005, WSCG'2005 - In Co-operation with EUROGRAPHICS ; Conference date: 31-01-2005 Through 04-02-2005",
}