ABSTRACT

Finding an appropriate mathematical representation for objects is a fundamental problem in computer graphics. Because they benefit from hardware acceleration, polygon meshes provide an appealing solution and are widely adopted by both interactive and high-quality renderers. But in order to maintain optimal rendering performance, special care must be taken to guarantee that each polygon projects into more than a few pixels. Below this limit, the Z-buffer starts aliasing, and the rasterizer’s efficiency decreases drastically [AMD 10]. In the movie industry, this limitation is alleviated by using very high sampling rates, at the expense of dissuasive computation times. For applications that target interactivity, however, such as video games or simulators, such overhead is unaffordable.