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The "curves" primitive provides a way to define ribbon-like objects such as fur and hair. Ray tracing thin primitives is a difficult problem. It is possible to compute ray/curve intersections without tessellation [Nakamaru and Ohno 2002], but it requires many samples to reduce aliasing. On the other hand, GPU/rasterization based methods incorporate the concept of an A-buffer for correctly accumulating fragments' colors according to their coverages [Yu et al. 2012].