Surface algorithms using bounds on derivatives
Computer Aided Geometric Design
Accurate triangulations of deformed, intersecting surfaces
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Real-time rendering of trimmed surfaces
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
An adaptive subdivision algorithm for crack prevention in the display of parametric surfaces
Proceedings on Graphics interface '90
Ray tracing trimmed rational surface patches
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Degree reduction of Be´zier curves
Selected papers of the international symposium on Free-form curves and free-form surfaces
Accelerated walkthrough of large spline models
Proceedings of the 1997 symposium on Interactive 3D graphics
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
View-dependent adaptive tessellation of spline surfaces
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Rendering trimmed NURBS with adaptive forward differencing
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Hardware support for adaptive subdivision surface rendering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Color image quantization for frame buffer display
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
Fast and Memory Efficient View-Dependent Trimmed NURBS Rendering
PG '02 Proceedings of the 10th Pacific Conference on Computer Graphics and Applications
T-spline simplification and local refinement
ACM SIGGRAPH 2004 Papers
Light space perspective shadow maps
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Interactive 3D distance field computation using linear factorization
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Hardware accelerated multi-resolution geometry synthesis
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
GPU-based trimming and tessellation of NURBS and T-Spline surfaces
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Hardware support for adaptive tessellation of Bézier surfaces based on local tests
Journal of Systems Architecture: the EUROMICRO Journal
Direct evaluation of NURBS curves and surfaces on the GPU
Proceedings of the 2007 ACM symposium on Solid and physical modeling
Performing efficient NURBS modeling operations on the GPU
Proceedings of the 2008 ACM symposium on Solid and physical modeling
GPU conversion of quad meshes to smooth surfaces
Proceedings of the 2008 ACM symposium on Solid and physical modeling
PNG1 triangles for tangent plane continuous surfaces on the GPU
GI '08 Proceedings of graphics interface 2008
ACM SIGGRAPH Asia 2008 papers
Real-time view-dependent rendering of parametric surfaces
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Parallel view-dependent refinement of progressive meshes
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Direct trimming of NURBS surfaces on the GPU
ACM SIGGRAPH 2009 papers
On predicting visual popping in dynamic scenes
Proceedings of the 6th Symposium on Applied Perception in Graphics and Visualization
Optimized GPU evaluation of arbitrary degree NURBS curves and surfaces
Computer-Aided Design
GPU-accelerated Hausdorff distance computation between dynamic deformable NURBS surfaces
Computer-Aided Design
Efficient pixel-accurate rendering of curved surfaces
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Real-time tessellation of terrain on graphics hardware
Computers & Geosciences
Proceedings of the 17th International Conference on 3D Web Technology
GPU-based offset surface computation using point samples
Computer-Aided Design
Technical note: Filling trim cracks on GPU-rendered solid models
Computer-Aided Design
Hybrid ray tracing and path tracing of Bezier surfaces using a mixed hierarchy
Proceedings of the Eighth Indian Conference on Computer Vision, Graphics and Image Processing
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As there is no hardware support neither for rendering trimmed NURBS -- the standard surface representation in CAD -- nor for T-Spline surfaces the usability of existing rendering APIs like OpenGL, where a run-time tessellation is performed on the CPU, is limited to simple scenes. Due to the irregular mesh data structures required for trimming no algorithms exists that exploit the GPU for tessellation. Therefore, recent approaches perform a pretessellation and use level-of-detail techniques. In contrast to a simple API these methods require tedious preparation of the models before rendering and hinder interactive editing. Furthermore, due to the tremendous amount of triangle data smooth zoom-ins from long shot to close-up are not possible, In this paper we show how the trimming region can be defined by a trim-texture that is dynamically adapted to the required resolution and allows for an efficient trimming of surfaces on the GPU. Combining this new method with GPU-based tessellation of cubic rational surfaces allows a new rendering algorithm for arbitrary trimmed NURBS and T-Spline surfaces with prescribed error in screen space on the GPU. The performance exceeds current CPU-based techniques by a factor of up to 1000 and makes real-time visualization of real-world trimmed NURBS and T-Spline models possible on consumer-level graphics cards.