Main Idea => Use of
piecewise approximation
Ideal surface representation
- - Approximate well any surface
- - Require few samples
- - Can be rendered efficiently (GPU)
- - Can be manipulated for modeling
Example of models:
- - Mesh-based: Triangular meshes, Polygonal meshes, Subdivision surfaces
- - Polynomial: Bezier, Spline, NURBS
- - Implicit: Grid, Skeleton based, RBF, MLS
- - Point sets
=> For projective/rasterization render pipeline : always render
triangular meshes at the end
- + Simplest representation
- + Fit to GPU Graphics render pipeline
- - Requires large number of samples: complex modeling
- - Tangential discontinuities at edges