Interactive Display of Large NURBSModelsSubodh
نویسندگان
چکیده
We present serial and parallel algorithms for interactive rendering of large-scale NURBS models. The algorithm converts the NURBS surfaces to B ezier surfaces, tessellates each B ezier surface into triangles and renders them using the triangle rendering capabilities common to current graphics systems. This paper explains how to derive tight bounds for good quality tessellation of B ezier surfaces. We use visibility techniques and present methods to make eecient use of coherence between successive frames. In addition, we also discuss issues in parallelization of these techniques. The algorithm includes visibility culling and avoids polygonization anomalies like cracks. We also quote results to show that it works well in practice and, on high-end graphics systems, is able to display models described using thousands of B ezier surfaces at interactive frame rates.
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