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These are apparently useful target primitives for subdivision-surface algorithms, that take far less memory than triangle meshes.
It would also make it really easy to have a built-in teapot primitive... :]
Doing this efficiently seems somewhat tricky, but this paper looks interesting:
"A Geometric Algorithm for Ray/Bézier Surfaces Intersection using Quasi-interpolating Control Net" Yohan D. Fougerolle, Sandrine Lanquetin, Marc Neveu, and Thierry Lauthelier http://le2i.cnrs.fr/IMG/publications/2188_Fougerolle-RayBezierIntersection.pdf
The text was updated successfully, but these errors were encountered:
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These are apparently useful target primitives for subdivision-surface algorithms, that take far less memory than triangle meshes.
It would also make it really easy to have a built-in teapot primitive... :]
Doing this efficiently seems somewhat tricky, but this paper looks interesting:
"A Geometric Algorithm for Ray/Bézier Surfaces Intersection using
Quasi-interpolating Control Net" Yohan D. Fougerolle, Sandrine Lanquetin, Marc Neveu, and Thierry Lauthelier
http://le2i.cnrs.fr/IMG/publications/2188_Fougerolle-RayBezierIntersection.pdf
The text was updated successfully, but these errors were encountered: