ACM Transactions on Graphics (TOG)
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Rendering specular highlights typically requires interpolation and renormalization of a unit surface normal vector at each pixel of a three-dimensional graphics image. This report discusses a technique for modeling specular highlights using Bézier triangles. This approach avoids computation by identifying those polygons for which it is not necessary to calculate a specular highlight. The use of Bézier triangles to model specular highlights suggests a general technique for modeling, clipping and interpolation of shading functions.