Fast and Memory Efficient View-Dependent Trimmed NURBS Rendering

S. Coquillart, H. -Y. Shum, and S. -M. Hu (Editors)
In proceedings of Pacific Graphics 2002, pages 204-213, IEEE Computer Society, Oct. 2002
 

Abstract

The problem of rendering large trimmed NURBS models at interactive frame rates is of great interest for industry, since nearly all their models are designed on the basis of this surface type. Most existing approaches first transform the NURBS surfaces into polygonal representation and subsequently build static levels of detail upon them, as current graphics hardware is optimized for rendering triangles.

In this work, we present a method for memory efficient, view-dependent rendering of trimmed NURBS surfaces that yields high-quality results at interactive frame rates. In contrast to existing algorithms, our approach needs not store hierarchies of triangles, since utilizing our special multiresolution Seam Graph data structure, we are able to generate required triangulations on the fly.

Keywords: level of detail, non-manifold data structure, NURBS rendering

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Bibtex

@INPROCEEDINGS{guthe-2002-fast-nurbs,
       author = {Guthe, Michael and Meseth, Jan and Klein, Reinhard},
       editor = {Coquillart, S. and Shum, H. -Y. and Hu, S. -M.},
        pages = {204--213},
        title = {Fast and Memory Efficient View-Dependent Trimmed NURBS Rendering},
    booktitle = {Pacific Graphics 2002},
         year = {2002},
        month = oct,
    publisher = {IEEE Computer Society},
  institution = {Universit{\"a}t Bonn},
     keywords = {level of detail, non-manifold data structure, NURBS rendering},
     abstract = {The problem of rendering large trimmed NURBS models at interactive frame
                 rates is of great interest for industry, since nearly all their models are
                 designed on the basis of this surface type. Most existing approaches first
                 transform the NURBS surfaces into polygonal representation and subsequently
                 build static levels of detail upon them, as current graphics hardware is
                 optimized for rendering triangles.
                 
                 In this work, we present a method for memory efficient, view-dependent
                 rendering of trimmed NURBS surfaces that yields high-quality results at
                 interactive frame rates. In contrast to existing algorithms, our approach
                 needs not store hierarchies of triangles, since utilizing our special
                 multiresolution Seam Graph data structure, we are able to generate required
                 triangulations on the fly.},
         isbn = {0-7695-1784-6}
}