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- Path: sparky!uunet!usna!dfr
- From: dfr@usna.navy.mil (PROF D. Rogers (EAS FAC))
- Newsgroups: comp.graphics
- Subject: Re: B-spline surface implementation in hardware?
- Message-ID: <2522@usna.NAVY.MIL>
- Date: 11 Dec 92 19:30:49 GMT
- References: <1992Dec10.181020.14809@unlv.edu>
- Sender: news@usna.NAVY.MIL
- Distribution: usa
- Organization: U. S. Naval Academy
- Lines: 22
-
- !In article <1992Dec10.181020.14809@unlv.edu! wu@little-jimmy.cs.unlv.edu (Weibao Wu) writes:
- !!!In article <2475@usna.NAVY.MIL! dfr@usna.navy.mil (PROF D. Rogers (EAS FAC)) writes:
- !!!!!In article <11449@sun13.scri.fsu.edu! wu@cs.unlv.edu (Weibao Wu) writes:
- !!!!!!Does anybody know any method/papers to implement the B-splines surfaces in
- !!!!!!hardware by the subdivision method? I am thinking an algorithm which
-
- !When I posted the original question, what I was thinking about
- !was a new shading algorithm by a subdivision method. I know
- !SGI use Gourand shading, which is simple but not smooth enough
- !sometimes. I was thinking a C^1 algorithm for surface interpolation,
- !which looks simple, but I have problem to implement in hardware
- !because of the problem of pipelining for the subdivision problem.
- !
- !Sorry if it was not clear enough, and thanks for answering the
- !question.
- !
- !weibao
-
- You might look into the Fast Phong Algorithm published in
- the SIGGRAPH Proceedings about 5 years ago.
-
- Dave Rogers
-