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DC poleHodnotaJazyk
dc.contributor.authorEspino, F. J.
dc.contributor.authorBóo, M.
dc.contributor.authorAmor, M.
dc.contributor.authorBruguera, J. D.
dc.contributor.editorSkala, Václav
dc.date.accessioned2013-04-11T10:58:52Z
dc.date.available2013-04-11T10:58:52Z
dc.date.issued2003
dc.identifier.citationJournal of WSCG. 2003, vol. 11, no. 1-3.en
dc.identifier.issn1213-6972
dc.identifier.urihttp://wscg.zcu.cz/wscg2003/Papers_2003/H19.pdf
dc.identifier.urihttp://hdl.handle.net/11025/1638
dc.description.abstractNURBS surfaces are widely used in computer graphics, due to their great accuracy of design and reduced amount of data needed for representation. For real-time visualization, tessellation algorithms are needed, as they make use of the actual graphics hardware through the conversion of surfaces to triangle meshes. The existent algorithms for tessellation are only partially adaptive because the tessellation inside each part of the surface is uniform (non adaptive). We propose an algorithm that generates a mesh of triangles from a NURBS representation of the scene in a fully adaptive way, that is, the resolution is locally selected in such a way that the number of triangles to be processed is minimized without reducing the quality of the nal image.en
dc.format8 s.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherUNION Agency – Science Presscs
dc.relation.ispartofseriesJournal of WSCGen
dc.rights© UNION Agency – Science Presscs
dc.subjectteselacecs
dc.subjectvykreslovánícs
dc.subjectNURBScs
dc.subjectpovrchcs
dc.titleAdaptive tessellation of NURBS surfacesen
dc.typečlánekcs
dc.typearticleen
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.subject.translatedtesellationen
dc.subject.translatedrenderingen
dc.subject.translatedNURBSen
dc.subject.translatedsurfaceen
dc.type.statusPeer-revieweden
Vyskytuje se v kolekcích:Volume 11, number 1-3 (2003)

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