Show simple item record

dc.contributor.authorGarcía, Ángel Luisen_US
dc.contributor.authorMiras, Juan Ruiz deen_US
dc.contributor.authorFeito, Francisco R.en_US
dc.contributor.editorPere Brunet and Nuno Correia and Gladimir Baranoskien_US
dc.date.accessioned2014-01-31T18:53:39Z
dc.date.available2014-01-31T18:53:39Z
dc.date.issued2006en_US
dc.identifier.isbn3-905673-60-6en_US
dc.identifier.urihttp://dx.doi.org/10.2312/LocalChapterEvents/siacg/siacg06/149-158en_US
dc.description.abstractWe present a method to handle cubic trimmed triangular Bézier patches. This scheme makes use of levels of detail and surface subdivision to achieve a fast and flexible hierarchical data structure that is specially useful to compute surface intersections in a robust and efficient way. The accuracy of the results can be adjusted by adding or subtracting elements to the levels of detail hierarchy, and it is also easy to obtain a decomposition of a trimmed patch into single triangular Bézier patches.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling.en_US
dc.titleAdaptive trimming of cubic triangular Bézier patchesen_US
dc.description.seriesinformationSIACG 2006: Ibero-American Symposium in Computer Graphicsen_US


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record