Subdivision algorithms have been extensively used in computer graphics to produce a more accurate geometry model. For the purpose of integration into the context of a standard graphics pipeline for real-time display, we can only make use of the available information of one triangle. We propose a low computation cost algorithm to subdivide a polygon using vertex coordinates and vertex normal vectors of one triangle. Compared with other suitable algorithms, our algorithm produces decent results with lowest computational complexity. We also consider the generation of interpolated normal vectors and texture mapping parameters. Detailed comparisons among other suitable algorithms are presented.
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