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Direct Trimming of NURBS Surfaces on the GPU

机译:在GPU上直接修剪NURBS曲面

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This paper presents a highly efficient direct trimming technique for NURBS surfaces, which is applicable to tessellation-based rendering as well as ray tracing systems. The central idea is to split the trim curves into monotonic segments with respect to the two parameter dimensions of the surface patches. We use an optimized bisection method to classify a point with respect to each monotonic trim curve segment without performing an actual intersection test. Our hierarchical acceleration structure allows the use of a large number of such curve segments and performs the bisection method only for points contained in the bounding boxes of the curve segments.rnWe have integrated our novel point classification scheme into a GPU-based NURBS ray casting system and implemented the entire trimmed NURBS rendering algorithm in a single OpenGL GLSL shader. The shader can handle surfaces and trim curves of arbitrary degrees, which allows the use of original CAD data without incorporating any approximations. Performance data confirms that our trimming approach can deal with hundreds of thousands of trim curves at interactive rates. Our point classification scheme can be applied to other application domains dealing with complex curved regions including flood fills, font rendering and vector graphics mapped on arbitrary surfaces.
机译:本文提出了一种用于NURBS曲面的高效直接修整技术,该技术适用于基于细分的渲染以及光线跟踪系统。中心思想是将修整曲线相对于曲面补丁的两个参数维划分为单调段。我们使用优化的二等分方法对每个单调修剪曲线段进行点分类,而无需执行实际的相交测试。我们的分层加速结构允许使用大量这样的曲线段,并且仅对包含在曲线段边界框中的点执行二分法。rn我们将新颖的点分类方案集成到基于GPU的NURBS射线投射系统中并在单个OpenGL GLSL着色器中实现了整个修剪后的NURBS渲染算法。着色器可以处理任意角度的曲面和修剪曲线,从而可以使用原始CAD数据,而无需合并任何近似值。性能数据证实,我们的修整方法可以交互速率处理数十万条修整曲线。我们的点分类方案可以应用于处理复杂弯曲区域的其他应用程序领域,包括泛洪填充,字体渲染和映射在任意表面上的矢量图形。

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