Constructing a scene data base for current computer image generation systems is a costly and time-consuming task. Thousands of edges must be defined by positioning the end points, or vertices, of each edge. In addition, edges bounding a common surface or face must be linked in a list. Data for each face must include information for a normal vector, and data for faces representing curved objects must include information for normal interpolation to simulate smooth shading across the object. This paper describes a more efficient scene model that is easier to construct and yet produces a more faithful representation of the real world. Scene geometry is modeled by quadric surfaces bounded by planes. Scene detail is modeled by a mathematical texturing function which modulates surface shading intensity and translucence. The paper describes how the new model simplifies modeling terrain, cultural features, moving targets, and special effects.