The Trimmed Nurbs Age
نویسنده
چکیده
منابع مشابه
Efficient Ray Tracing of Trimmed NURBS Surfaces
The goal of this master thesis is to study, compare, and improve existing approaches for direct ray tracing trimmed NURBS surfaces. In order to be able to study the topic efficiently, a library for NURBS evaluation has been implemented. The library is supposed to be easily integrated in any ray tracing application to make it support direct ray tracing trimmed NURBS surfaces.
متن کاملEecient Rendering of Trimmed Nurbs Surfaces
We present an algorithm for interactive display of trimmed NURBS surfaces. The algorithm converts the NURBS surfaces to B ezier surfaces and NURBS trimming curves into B ezier curves. It tessellates each trimmed B ezier surface into triangles and renders them using the triangle rendering capabilities common in current graphics systems. It makes use of tight bounds for uniform tessel-lation of B...
متن کاملOptimized GPU evaluation of arbitrary degree NURBS curves and surfaces
This paper presents a new unified and optimized method for evaluating and displaying trimmed NURBS surfaces using the Graphics Processing Unit (GPU). Trimmed NURBS surfaces, the de facto standard in commercial mechanical CAD modeling packages, are currently being tessellated into triangles before being sent to the graphics card for display since there is no native hardware support for NURBS. Ot...
متن کاملConversion of Trimmed NURBS Surfaces to Untrimmed Catmull-Clark Subdivision Surfaces
We introduce a novel method to convert trimmed NURBS surfaces to untrimmed subdivision surfaces with Bézier edge conditions. We take a NURBS surface and its trimming curves as input, from this we automatically compute a base mesh, the limit surface of which fits the trimmed NURBS surface to a specified tolerance. We first construct the topology of the base mesh by performing a cross-field based...
متن کاملEfficient Trimmed NURBS Tessellation
Interactive rendering of trimmed NURBS models is of great importance for CAD systems. For this the model needs to be transformed into a polygonal representation. This transformation can be either performed in a preprocessing step, at the cost of losing the capability to edit the surfaces, or on the fly during rendering. Since the number of frames per second is usually critical, efficient on the...
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