Thanks Bengt for pointing out this interesting paper: http://vcg.isti.cnr.it/publications/papers/quadrendering.pdf
Abstract The only surface primitives that are supported by common graphics hardware are triangles and more complex shapes have to be triangulated before being sent to the rasterizer. Even quadrilaterals, which are frequently used in many applications, are rendered as a pair of triangles after splitting them along either diagonal. This creates an undesirable C1 -discontinuity that is visible in the shading or texture signal. We propose a new method that overcomes this drawback and is designed to be implemented in hardware as a new rasterizer. It processes a potentially non-planar quadrilateral directly without any splitting and interpolates attributes smoothly inside the quadrilateral. This interpolation is based on a recent generalization of barycentric coordinates that we adapted to handle perspective correction and situations in which a quadrilateral is partially behind the point of view. It would be interesting to implement the presented method in Milkymist's TMU. Probably not straight in Verilog as it would not be productive. I'm rather thinking of using some higher-level dataflow language (such as Lucid) that would be "compiled" into Verilog. But that's for way later. Sébastien _______________________________________________ http://lists.milkymist.org/listinfo.cgi/devel-milkymist.org IRC: #milkym...@freenode Webchat: www.milkymist.org/irc.html Wiki: www.milkymist.org/wiki
