A Quadrilateral Rendering Primitive

dc.contributor.authorHormann, Kaien_US
dc.contributor.authorTarini, Marcoen_US
dc.contributor.editorTomas Akenine-Moeller and Michael McCoolen_US
dc.date.accessioned2013-10-28T10:02:14Z
dc.date.available2013-10-28T10:02:14Z
dc.date.issued2004en_US
dc.description.abstractThe only surface primitives that are supported by common graphics hardware are triangles and more complex shapes have to be triangulated before being sent to the rasterizer. Even quadrilaterals, which are frequently used in many applications, are rendered as a pair of triangles after splitting them along either diagonal. This creates an undesirable C1-discontinuity that is visible in the shading or texture signal. We propose a new method that overcomes this drawback and is designed to be implemented in hardware as a new rasterizer. It processes a potentially non-planar quadrilateral directly without any splitting and interpolates attributes smoothly inside the quadrilateral. This interpolation is based on a recent generalization of barycentric coordinates that we adapted to handle perspective correction and situations in which a quadrilateral is partially behind the point of view.en_US
dc.description.seriesinformationGraphics Hardwareen_US
dc.identifier.isbn3-905673-15-0en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttps://doi.org/10.2312/EGGH/EGGH04/007-014en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.1 [Computer Graphics]en_US
dc.subjectHardware Architectureen_US
dc.subjectgraphics processorsen_US
dc.subjectI.3.3 [Computer Graphics]en_US
dc.subjectPicture/Image Generationen_US
dc.subjectdisplay algorithmsen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectcoloren_US
dc.subjectshadingen_US
dc.subjectshadowingen_US
dc.subjecttexture.en_US
dc.titleA Quadrilateral Rendering Primitiveen_US
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