Incremental rendering of deformable trimmed NURBS surfaces
Proceedings of the ACM symposium on Virtual reality software and technology
GPU-based trimming and tessellation of NURBS and T-Spline surfaces
ACM SIGGRAPH 2005 Papers
Robust and numerically stable Bézier clipping method for ray tracing NURBS surfaces
Proceedings of the 21st spring conference on Computer graphics
Interactive high quality trimmed NURBS visualization using appearance preserving tessellation
VISSYM'04 Proceedings of the Sixth Joint Eurographics - IEEE TCVG conference on Visualization
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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 contrastto existing algorithms, our approach needs not store hierarchies of triangles, since utilizing our special multi-resolution Seam Graph data structure, we are able to generate required triangulations on the fly.