A subdivision scheme based on vertex normals for triangular patches

  • Zhihong Mao*
  • , Lizhuang Ma
  • , Mingxi Zhao
  • *Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

1 Scopus citations

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. Copyright UNION Agency - Science Press.

Original languageEnglish
Title of host publication13th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2005, WSCG'2005 - In Co-operation with EUROGRAPHICS, Full Papers
Pages13-16
Number of pages4
StatePublished - 2005
Externally publishedYes
Event13th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2005, WSCG'2005 - In Co-operation with EUROGRAPHICS - Plzen, Czech Republic
Duration: 31 Jan 20054 Feb 2005

Publication series

Name13th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2005, WSCG'2005 - In Co-operation with EUROGRAPHICS, Full Papers

Conference

Conference13th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2005, WSCG'2005 - In Co-operation with EUROGRAPHICS
Country/TerritoryCzech Republic
CityPlzen
Period31/01/054/02/05

Keywords

  • Geometric modeling
  • Smoothing
  • Subdivision
  • Surface
  • Triangular Bézier patch

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