The only surface primitives that are supported by common graphics hardware are triangles and more complex shapes have to be triangulated before being sent to the rasterizer. Even quadrilaterals, which are frequently used in many applications, are rendered as a pair of triangles after splitting them along either diagonal. This creates an undesirable C1-discontinuity that is visible in the shading or texture signal. We propose a new method that overcomes this drawback and is designed to be implemented in hardware as a new rasterizer. It processes a potentially non-planar quadrilateral directly without any splitting and interpolates attributes smoothly inside the quadrilateral. This interpolation is based on a recent generalization of barycentric coordinates that we adapted to handle perspective correction and situations in which a quadrilateral is partially behind the point of view. © The Eurographics Association 2004.

A quadrilateral rendering primitive / K. Hormann, M. Tarini - In: Proceedings of the SIGGRAPH/Eurographics Workshop on Graphics Hardware / [a cura di] Tomas Akenine-Moeller and Michael McCool. - [s.l] : The Eurographics Association, 2004. - ISBN 3-905673-15-0. - pp. 7-14 (( Intervento presentato al 19. convegno 19th Eurographics/SIGGRAPH Graphics Hardware Workshop, Graphics Hardware 2004 tenutosi a Grenoble, fra nel 2004 [10.2312/EGGH/EGGH04/007-014].

A quadrilateral rendering primitive

M. Tarini
2004

Abstract

The only surface primitives that are supported by common graphics hardware are triangles and more complex shapes have to be triangulated before being sent to the rasterizer. Even quadrilaterals, which are frequently used in many applications, are rendered as a pair of triangles after splitting them along either diagonal. This creates an undesirable C1-discontinuity that is visible in the shading or texture signal. We propose a new method that overcomes this drawback and is designed to be implemented in hardware as a new rasterizer. It processes a potentially non-planar quadrilateral directly without any splitting and interpolates attributes smoothly inside the quadrilateral. This interpolation is based on a recent generalization of barycentric coordinates that we adapted to handle perspective correction and situations in which a quadrilateral is partially behind the point of view. © The Eurographics Association 2004.
English
Quad mesh; Quadrilateral Mesh; Rendering; Generalized Barycentric Coordinates; Baricentric Coordinates; Rasterization
Settore INF/01 - Informatica
Intervento a convegno
Esperti anonimi
Ricerca applicata
Pubblicazione scientifica
Proceedings of the SIGGRAPH/Eurographics Workshop on Graphics Hardware
Tomas Akenine-Moeller and Michael McCool
The Eurographics Association
2004
7
14
8
3-905673-15-0
Volume a diffusione internazionale
19th Eurographics/SIGGRAPH Graphics Hardware Workshop, Graphics Hardware 2004
Grenoble, fra
2004
19
EUROGRAPHICS
ATI
HP
Microsoft Research
NVIDIA
S3 Graphics
Convegno internazionale
Intervento inviato
http://dx.doi.org/10.2312/EGGH/EGGH04/007-014
scopus
Aderisco
K. Hormann, M. Tarini
Book Part (author)
open
273
A quadrilateral rendering primitive / K. Hormann, M. Tarini - In: Proceedings of the SIGGRAPH/Eurographics Workshop on Graphics Hardware / [a cura di] Tomas Akenine-Moeller and Michael McCool. - [s.l] : The Eurographics Association, 2004. - ISBN 3-905673-15-0. - pp. 7-14 (( Intervento presentato al 19. convegno 19th Eurographics/SIGGRAPH Graphics Hardware Workshop, Graphics Hardware 2004 tenutosi a Grenoble, fra nel 2004 [10.2312/EGGH/EGGH04/007-014].
info:eu-repo/semantics/bookPart
2
Prodotti della ricerca::03 - Contributo in volume
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2434/660300
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