An explicit spline representation of smooth free-form surfaces is combined with a hierarchy of meshes to form the basis of an interactive sculpting environment. The environment of...
In order to achieve the impression of a smooth surface while rendering a polygon mesh, normal vector vectors may be provided in the vertices of the mesh that are the average of th...
We present an algorithm for meshing surfaces that is a simple adaptation of a greedy “farthest point” technique proposed by Chew. Given a surface S, it progressively adds poin...
Subdivision surfaces are generated by repeated approximation or interpolation from initial control meshes. In this paper, two new nonlinear subdivision schemes, face based subdivi...
The use of polygonal meshes for the representation of highly complex geometric objects has become the de facto standard in most computer graphics applications. Especially triangle...