Freeform surface rendering is traditionally performed by approximating
the surface with polygons and then rendering the polygons. This appro
ach is extremely common because of the complexity in accurately render
ing the surfaces directly. Recently several papers presented methods t
hat render surfaces as sequences of isocurves. These methods each have
deficiencies in their ability to guarantee a complete coverage of the
rendered surface, in their ability to prevent processing the same pix
el multiple times, or in their ability to produce an optimal surface c
overage under some prescribed norm. In this article, an algorithm is i
ntroduced that alleviates the difficulties in all these areas. This al
gorithm can be combined with a fast curve-rendering method to make sur
face rendering without polygonal approximation practical.