Free-form deformation of solid geometric models
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Extended free-form deformation: a sculpturing tool for 3D geometric modeling
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
CAD surface data exchange using STEP
Computer-Aided Design
Hardware-accelerated free-form deformation
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Accelerating accurate b-spline free-form deformation of polygonal objects
Journal of Graphics Tools
Curves and surfaces for CAGD: a practical guide
Curves and surfaces for CAGD: a practical guide
Accurate B-spline free-form deformation of polygonal objects
Journal of Graphics Tools
Global and local deformations of solid primitives
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
A survey of spatial deformation from a user-centered perspective
ACM Transactions on Graphics (TOG)
OpenGL Shading Language
OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 3.0 and 3.1
OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 3.0 and 3.1
Fast free-form deformation using graphics processing units
Computer Methods and Programs in Biomedicine
Volume-preserving FFD for programmable graphics hardware
The Visual Computer: International Journal of Computer Graphics
Hermite approximation for free-form deformation of curves and surfaces
Computer-Aided Design
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Accurate Free-Form Deformation is an analytical solution of deformation sampling, where a polygonal object is deformed as a set of trimmed Bezier surfaces. However, the operation is far from being interactive due to its high computational cost. In this paper, we proposed a real-time B-spline Free-Form Deformation of polygonal objects via GPU acceleration. Various time-consuming evaluations are designed and performed by means of highly parallel processing on GPGPU, such as evaluations of points of B-spline volume, calculations of control points of Bezier surfaces, tessellations of trimmed Bezier surfaces, evaluations of normals of tessellated triangles, etc. The adoption of vertex buffer object for rendering the tessellated trimmed Bezier surfaces greatly saves data I/O throughput. Experimental results show that the proposed GPU algorithm gains more than 200 times acceleration than its CPU counterpart.