Direct visualization of quadrics

  • Authors:
  • H. Laporte;E. Nyiri;M. Froumentin;C. Chaillou

  • Affiliations:
  • -;-;-;-

  • Venue:
  • EGGH'93 Proceedings of the Eighth Eurographics conference on Graphics Hardware
  • Year:
  • 1993

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Abstract

Today, most of the powerful graphic systems are based on 3D-triangle display methods. However, this approach generates well-known problems, like the low quality of contours and shading, and the necessity to have large amounts of primitives to display complex scenes. A way to solve these problems is to use higher level primitives, among which a very interesting one is the quadric surface. We study here direct visualization of quadric surfaces (quadrics for short). Although we study all the rendering process, we focus on the scan conversion stage. First, we present mathematical and modeling backgrounds where we show that a quadric surface can easily be rendered in scan-line. Then we give the general algorithm and details about the difficult part, i.e. the bounding plane algorithm. A functional description of a scan converting processor is proposed, using a modular approach. In the last part, we give a hardware implementation of each module and the whole processor. We also do an estimation of the silicon cost. The conclusion is that our quadric patch scan converter can actually be realized.