Hybrid cubic Be´zier triangle patches
Mathematical methods in computer aided geometric design II
Piecewise smooth surface reconstruction
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
A parametric hybrid triangular Be´zier patch
Proceedings of the international conference on Mathematical methods for curves and surfaces II Lillehammer, 1997
Triangular G1 interpolation by 4-splitting domain triangles
Computer Aided Geometric Design
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Curves and surfaces for CAGD: a practical guide
Curves and surfaces for CAGD: a practical guide
Parametric Surface Interpolation
IEEE Computer Graphics and Applications
Design of solids with free-form surfaces
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
A realtime GPU subdivision kernel
ACM SIGGRAPH 2005 Papers
GPU-based trimming and tessellation of NURBS and T-Spline surfaces
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2006 Papers
Catmull-Clark subdivision for geometry shaders
AFRIGRAPH '07 Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
QAS: Real-Time Quadratic Approximation of Subdivision Surfaces
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
Local and singularity-free G 1 triangular spline surfaces using a minimum degree scheme
Computing - Geometric Modelling, Dagstuhl 2008
G1 rational blend interpolatory schemes: A comparative study
Graphical Models
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Improving the visual appearance of coarse triangle meshes is usually done with graphics hardware with per-pixel shading techniques. Improving the appearance at silhouettes is inherently hard, as shading has only a small influence there and the geometry must be corrected. With the new geometry shader stage released with DirectX 10, the functionality to generate new primitives from an input primitive is available. Also the shader can access a restricted primitive neighborhood. In this paper, we present a curved surface patch that can deal with this restricted data available in the geometry shader. A surface patch is defined over a triangle with its vertex normals and the three edge neighbor triangles. Compared to PN triangles, which define a curved patch using just the triangle with its vertex normals, our surface patch is G1 continuous with its three neighboring patches. The patch is obtained by blending two cubic Bézier patches for each triangle edge. In this way, our surface is especially suitable for efficient, high-quality tessellation on the GPU. We show the construction of the surface and how to add special features such as creases. Thus, the appearance of the surface patch can be fine-tuned easily. The surface patch is easy to integrate into existing polygonal modeling and rendering environments. We give some examples using Autodesk Maya.®