Curved PN triangles
By Alex Vlachos, J. Peters, Chas. Boyd, Jason L. Mitchell. ACM Symposium on Interactive 3D Graphics and Games, 2001
323 citations recorded by the source corpus.
Subfields: Computational Mechanics, Computer Graphics and Computer-Aided Design
View Paper: https://www.semanticscholar.org/paper/72297b633af266e8a22e861a5c0d8d04281b877a
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computational Mechanics
- Pierre Alliez
- Craig Gotsman
- Marco Attene
- Giuliana Ucelli
- Hugues Hoppe
- Frank Losasso
- Charles Dapogny
- Pascal J. Frey
In Computer Graphics and Computer-Aided Design
- Pierre Alliez
- Craig Gotsman
- Marco Attene
- Giuliana Ucelli
- Hugues Hoppe
- Cecile Dobrzynski
- Frank Losasso
- Charles Dapogny
Citations in the corpus
- Shape optimization with a level set based mesh evolution method (2014, unknown): “In our setting, as suggested in [65], this piece of surface is parametrized as a cubic Bézier patch σ : T → Γ, which interpolates the three vertices of T , together with the three associated normal vectors.”
- Three-dimensional adaptive domain remeshing, implicit domain meshing, and applications to free and moving boundary problems (2014, background): “In [46], the authors propose to take, for instance, b2,1,0 as the orthogonal projection over Ta0∂Ω of point a0 + (a1 −a0)/3.”
- Isotropic Remeshing of Surfaces: A Local Parameterization Approach (2003, unknown): “[37] presented a simple and efficient, yet robust and accurate, method to construct such curved patches called PN triangles.”
- Geometry clipmaps: terrain rendering using nested regular grids (2004, background): “For faithful shading, the normal map has twice the resolution of the geometry, since one normal per vertex is too blurry [Vlachos et al 2001].”
- Recent Advances in Remeshing of Surfaces (2008, methodology): “, by using triangular cubic Bzier patches such as PN triangles [85] or continuous patches [88]).”