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dc.contributor.authorGonzalez, F.en_US
dc.contributor.authorPatow, G.en_US
dc.contributor.editorChen, Min and Zhang, Hao (Richard)en_US
dc.date.accessioned2016-03-01T14:13:10Z
dc.date.available2016-03-01T14:13:10Z
dc.date.issued2016en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12727en_US
dc.description.abstractContinuity and interpolation have been crucial topics for computer graphics since its very beginnings. Every time we want to interpolate values across some area, we need to take a set of samples over that interpolating region. However, interpolating samples faithfully allowing the results to closely match the underlying functions can be a tricky task as the functions to sample could not be smooth and, in the worst case, it could be even impossible when they are not continuous. In those situations bringing the required continuity is not an easy task, and much work has been done to solve this problem. In this paper, we focus on the state of the art in continuity and interpolation in three stages of the real‐time rendering pipeline. We study these problems and their current solutions in texture space (2D), object space (3D) and screen space. With this review of the literature in these areas, we hope to bring new light and foster research in these fundamental, yet not completely solved problems in computer graphics.Continuity and interpolation have been crucial topics for computer graphics since its very beginnings. Every time we want to interpolate values across some area, we need to take a set of samples over that interpolating region. However, interpolating samples faithfully allowing the results to closely match the underlying functions can be a tricky task as the functions to sample could not be smooth and, in the worst case, it could be even impossible when they are not continuous. In those situations bringing the required continuity is not an easy task, and much work has been done to solve this problem. In this paper, we focus on the state of the art in continuity and interpolation in three stages of the real‐time rendering pipeline.en_US
dc.publisherCopyright © 2016 The Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjecttexture mappingen_US
dc.subjectrenderingen_US
dc.subjectdeformationsen_US
dc.subjectmodelingen_US
dc.subjectrenderingen_US
dc.subjectI.3.3 [Computer Graphics]: Picture/Image GenerationLine and curve generationen_US
dc.titleContinuity and Interpolation Techniques for Computer Graphicsen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.sectionheadersArticlesen_US
dc.description.volume35en_US
dc.description.number1en_US
dc.identifier.doi10.1111/cgf.12727en_US


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