Rendering of Bézier surfaces is currently performed by tessellating the model on the GPU and rendering the highly detailed triangle mesh. Whereas non-adaptive strategies apply the same tessellation pattern to the whole surface resulting in a uniform …
Bézier surfaces have been widely employed in the designing of complex scenes with high-quality results. Nevertheless, parametric surfaces cannot be directly rendered in the current GPUs of modern handheld devices. This work proposes a non-adaptive …