This Thesis presents a new approach to render triangular Bézier
patches in real time. The goal is to achieve a very good visual quality,
avoid artifacts in the silhouette, and get in nite detail.
Our approach consists in a ray casting technique to render tri-
angular B ezier patches in real time. It is based on previous work
explained in this document to implement a fast ray-surface intersec-
tion technique. This previous work consists in adapting Newton's
method to implement the intersections achieving interactive framer-
ates ray casting di erent surfaces.
The main contributions of our approach are adapting New-
ton's method to perform intersections with triangular bicubic B ezier
patches and implementing it in GPU to optimize performance using
graphics hardware.
Finally, we also contribute adapting the normal mapping tech-
nique to shade the models and, thus, achieve even greater detail