Abstract
This short paper introduces a new approach to finding ray-patch intersections with triangular Bernstein-B?zier patches of arbitrary degree. Unlike a previous approach based on a combination of hierarchical subdivision and a Newton-like iteration scheme [7], this work extends the concept of B?zier clipping to the triangular domain. The problem of reporting wrong intersections, inherent to the original B?zier clipping algorithm [5], is investigated and opposed to the triangular case. It turns out that reporting wrong hits is very improbable, even close to impossible, in the triangular setup.