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8 Dr. Adrian Sfarti, Pr<strong>of</strong>. Brian Barsky, Todd Kosl<strong>of</strong>f, Egon Pasztor, Alex Kozlowski, Eric RomanAlex Perelman, Ali El-Annan, Tim Wong, Grace Chen, Clarence Tam and Chr<br />

No information needs to be stored between two abutting<br />

patches. If two patches bounding two separate surfaces<br />

share an edge curve, they share the same control points and<br />

they will share the same tesselation. By doing so we ensure<br />

the absence <strong>of</strong> cracks between patches that belong to data<br />

structures that have been dispatched independently and thus<br />

our method scales the exactly the same way the traditional<br />

triangle based method does.<br />

9. Conclusion<br />

We developed a new 3D graphics architecture using data<br />

compression to unclog the bus between the triangle server<br />

and the rendering engine. The data compression is achieved<br />

by replacing the conventional idea <strong>of</strong> a rendering engine that<br />

renders triangles with a rendering engine that will tessellate<br />

surface patches into triangles. Thus, the bus sends control<br />

points <strong>of</strong> the surface patches, instead <strong>of</strong> the many triangle<br />

vertices forming the surface, to the rendering engine. The<br />

tessellation <strong>of</strong> the surface patches into triangles is distancedependent,<br />

it needs to be done in real time inside the rendering<br />

engine.<br />

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