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Fast algorithms for drawing Nonuniform B-spline surfaces: a practical application in Virtual Environment.
Massimo Bergamasco
D. Bucciarelli
P. Degl'Innocenti
Published in:
Virtual Environments (1995)
Keyphrases
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practical application
virtual environment
b spline
virtual reality
virtual world
tensor product
computer graphics
control points
learning algorithm
physical environment
curve fitting
basis functions
real time
three dimensional
haptic feedback
range data
least squares
surface representation