Surface Construction with Near Least Square Acceleration based on Vertex Normals on Triangular Meshes
暂无分享,去创建一个
[1] Jos Stam,et al. A Unified Subdivision Scheme for Polygonal Modeling , 2001, Comput. Graph. Forum.
[2] Charles T. Loop,et al. Smooth Subdivision Surfaces Based on Triangles , 1987 .
[3] E. Catmull,et al. Recursively generated B-spline surfaces on arbitrary topological meshes , 1978 .
[4] Larry Seller. Quadratic interpolation for near-Phong quality shading , 1998, SIGGRAPH '98.
[5] Jan Bruijns. Quadratic Bezier triangles as drawing primitives , 1998, Workshop on Graphics Hardware.
[6] Brian Wyvill,et al. An algorithm for polygon subdivision based on vertex normals , 1997, Proceedings Computer Graphics International.
[7] Jörg Peters,et al. Curved PN triangles , 2001, I3D '01.
[8] Taku Komura,et al. Topology matching for fully automatic similarity estimation of 3D shapes , 2001, SIGGRAPH.
[9] Alan Watt,et al. 3D Computer Graphics , 1993 .
[10] Nadia Magnenat-Thalmann,et al. The SPHERIGON: a simple polygon patch for smoothing quickly your polygonal meshes , 1998, Proceedings Computer Animation '98 (Cat. No.98EX169).
[11] W. Keith Nicholson. Linear Algebra with Applications , 1986 .