Previous | Next --- Slide 10 of 51
Back to Lecture Thumbnails
hteo

Why do we not use primitives other than triangles? They are the most flexible in terms of mesh representations, but in certain cases it seems we should be able to do better than meshing the surface in question. For example, if we have tons of beach balls in a scene, why not just do ray-sphere intersection? For subdivided surfaces, is it possible to intersect directly with limiting patches instead of having to first subdivide the mesh?