A Quadrilateral Rendering Primitive
Abstract
The only surface primitives that are supported by common graphics hardware are triangles and more complex shapes have to be triangulated before being sent to the rasterizer. Even quadrilaterals, which are frequently used in many applications, are rendered as a pair of triangles after splitting them along either diagonal. This creates an undesirable C1-discontinuity that is visible in the shading or texture signal. We propose a new method that overcomes this drawback and is designed to be implemented in hardware as a new rasterizer. It processes a potentially non-planar quadrilateral directly without any splitting and interpolates attributes smoothly inside the quadrilateral. This interpolation is based on a recent generalization of barycentric coordinates that we adapted to handle perspective correction and situations in which a quadrilateral is partially behind the point of view.
BibTeX
@inproceedings {10.2312:EGGH:EGGH04:007-014,
booktitle = {Graphics Hardware},
editor = {Tomas Akenine-Moeller and Michael McCool},
title = {{A Quadrilateral Rendering Primitive}},
author = {Hormann, Kai and Tarini, Marco},
year = {2004},
publisher = {The Eurographics Association},
ISSN = {1727-3471},
ISBN = {3-905673-15-0},
DOI = {10.2312/EGGH/EGGH04/007-014}
}
booktitle = {Graphics Hardware},
editor = {Tomas Akenine-Moeller and Michael McCool},
title = {{A Quadrilateral Rendering Primitive}},
author = {Hormann, Kai and Tarini, Marco},
year = {2004},
publisher = {The Eurographics Association},
ISSN = {1727-3471},
ISBN = {3-905673-15-0},
DOI = {10.2312/EGGH/EGGH04/007-014}
}
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