Ray tracing parametric surface patches utilizing numerical techniques and ray coherence
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Curve intersection using Be´zier clipping
Computer-Aided Design - Special Issue: Be´zier Techniques
Graphics gems II
Modeling of curves and surfaces in CAD/CAM
Modeling of curves and surfaces in CAD/CAM
Graphics gems IV
Polynomial roots from companion matrix eigenvalues
Mathematics of Computation
ACM Transactions on Graphics (TOG)
Phong normal interpolation revisited
ACM Transactions on Graphics (TOG)
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Creation and smooth-shading of Steiner patch tessellations
ACM '86 Proceedings of 1986 ACM Fall joint computer conference
On ray tracing parametric surfaces
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Graphics Gems III
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Fast 3D triangle-box overlap testing
Journal of Graphics Tools
Ray tracing parametric patches
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
Ray tracing of Steiner patches
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Geometric Tools for Computer Graphics
Geometric Tools for Computer Graphics
ACM SIGGRAPH 2003 Papers
Real-time GPU rendering of piecewise algebraic surfaces
ACM SIGGRAPH 2006 Papers
ACM SIGGRAPH Asia 2008 papers
Interactive Ray Tracing of Arbitrary Implicits with SIMD Interval Arithmetic
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Micropolygon ray tracing with defocus and motion blur
ACM SIGGRAPH 2010 papers
Consistent normal interpolation
ACM SIGGRAPH Asia 2010 papers
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There are two major ways of calculating ray and parametric surface intersections in rendering. The first is through the use of tessellated triangles, and the second is to use parametric surfaces together with numerical methods such as Newton's method. Both methods are computationally expensive and complicated to implement. In this paper, we focus on Phong Tessellation and introduce a simple direct ray tracing method for Phong Tessellation. Our method enables rendering smooth surfaces in a computationally inexpensive yet robust way.