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In general, two quadric surface intersect in a space quartic curve. However, the intersection frequently degenerates to a collection of plane curves. Degenerate cases are frequent in geometric/solid modeling because degeneracies are often required by design. Their detection is important because degenerate intersections can be computed more easily and allow… (More)

We present an algorithm for computing the convex hull of freeform rational surfaces. The convex hull problem is reformulated as one of finding the zero-sets of polynomial equations; using these zero-sets we characterize developable surface patches and planar patches that belong to the boundary of the convex hull.

We present a method for constructing tensor product Bezier surfaces from contour (cross-section) data. Minimal area triangulations are used to guide the surface construction , and the final surface reflects the optimality of the triangulation. The resulting surface differs from the initial triangulation in two important ways: it is smooth (as opposed to the… (More)

In general, two quadric surfaces intersect in a space quartic curve. However, the intersection curve frequently degenerates to a collection of plane curves. These degenerate cases introduce problems into the general intersection algorithms and are difficult to implement in a reliable way. In this paper, we investigate this problem for natural quadrics.… (More)

We develop an efficient algorithm for the construction of common tangents between a set of Bezier curves. Common tangents are important in visibility, lighting, robot motion, and convex hulls. Common tangency is reduced to the intersection of parametric curves in a dual space, rather than the traditional intersection of implicit curves. We show how to… (More)