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3D Game Engine Design, 2nd Edition
book

3D Game Engine Design, 2nd Edition

by David Eberly
November 2006
Intermediate to advanced content levelIntermediate to advanced
1040 pages
26h 31m
English
CRC Press
Content preview from 3D Game Engine Design, 2nd Edition
588 Chapter 12 Surfaces
L = 0 L = 1
Figure 12.7 Subdivisions of parameter space for a rectangle patch.
{
s = i/P;
for(j=0;j<M;j++)
{
t = j/P;
vertex[i][j] = X(s,t); // evaluation of patch
}
}
However, this does not minimize the number of floating-point operations for B
´
ezier
rectangle patches of odd degree. Let’s consider an example for bicubic patches. Ig-
noring loop overhead and the divisions for computing s and t (these can be replaced
by incrementing by a precomputed delta), the floating-point operations occur in the
evaluation of the B
´
ezier patch X(s , t). Define
q
i
=
3
j=0
B
3,j
(t)P
i , j
= R
(i)
0
+ tR
(i)
1
+ t
2
R
(i)
2
+ t
3
R
(i)
3
= R
(i)
0
+ t(R
(i)
1
+ t(R
(i)
2
+ tR
(i)
3
))
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Publisher Resources

ISBN: 9781482267303