Efficient trimmed NURBS tessellation

V. Skala und R. Scopigno (Editoren)
In: Journal of WSCG (Feb. 2004), 12:1(27-33)
Präsentiert: The 12-th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision (WSCG'2004)
 

Abstract

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 fly tessellation of trimmed NURBS surfaces is very important for interactive rendering and editing of such models.

In this paper we present an efficient - with respect to both runtime and to the number of generated triangles - tessellation algorithm for trimmed NURBS surfaces that is capable of guaranteeing a specified geometric approximation error. When affordable by the subsequent steps in the pipeline, an approximate error of the tessellation can also be used leading to fewer triangles.

Stichwörter: trimmed NURBS real-time tessellation, Trimmed NURBS rendering

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Bibtex

@ARTICLE{balazs-2004-efficient,
      author = {Bal{\'a}zs, {\'A}kos and Guthe, Michael and Klein, Reinhard},
      editor = {Skala, V. and Scopigno, R.},
       pages = {27--33},
       title = {Efficient trimmed NURBS tessellation},
     journal = {Journal of WSCG},
      volume = {12},
      number = {1},
        year = {2004},
       month = feb,
   publisher = {UNION Agency - Science Press},
    keywords = {trimmed NURBS real-time tessellation, Trimmed NURBS rendering},
    abstract = {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 fly tessellation of trimmed NURBS surfaces is very important for interactive rendering and
                editing of such models.
                
                In this paper we present an efficient - with respect to both runtime and to the number of generated
                triangles - tessellation algorithm for trimmed NURBS surfaces that is capable of guaranteeing a
                specified geometric approximation error. When affordable by the subsequent steps in the pipeline, an
                approximate error of the tessellation can also be used leading to fewer triangles.},
        issn = {1213-6972},
  conference = {The 12-th International Conference in Central Europe on Computer Graphics, Visualization and
                Computer Vision (WSCG'2004)}
}