Abstract
An algorithm for rendering free-form surfaces is addressed, starting from boundary representation. The method combines bilinear blending and bicubic interpolation in one recursive scheme to allow for ‘on-the-fly’ texture mapping of colour texture, normal vector modulation, and also some forms of geometric transformations. A correction against undersampling the texture maps (anti-aliasing) takes place as a preprocess to avoid slowing down the rendering process. As the bilinear part of the algorithm is based on the generation of piecewise cubic boundary curves, a class of boundary curve algorithms, which includes the de Casteljau algorithm for four-point Bézier curves, is derived, starting from some general symmetry considerations.
Original language | English |
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Pages (from-to) | 197-211 |
Number of pages | 15 |
Journal | Computer-Aided Design |
Volume | 20 |
Issue number | 4 |
DOIs | |
Publication status | Published - 1988 |