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GPU-based trimming and tessellation of NURBS and T-Spline surfaces

机译:基于GPU的NURBS和T样条曲线曲面的修剪和细分

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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.
机译:由于既没有硬件支持,也没有渲染修剪的NURBS(CAD中的标准表面表示),也没有T-Spline曲面的支持,因此现有渲染API(如OpenGL)的可用性仅限于在CPU上进行细分的情况下使用场景。由于修整所需的不规则网格数据结构,因此不存在利用GPU进行细分的算法。因此,最近的方法执行了细分,并使用了详细程度技术。与简单的API相比,这些方法在渲染之前需要繁琐的模型准备工作,并妨碍交互式编辑。此外,由于三角形数据量巨大,因此无法实现从远景到近景的平滑放大。在本文中,我们展示了如何通过修整纹理来定义修整区域,该修整纹理可动态地适应所需的分辨率,并允许对GPU上的表面进行有效的修整。将该新方法与基于GPU的三次有理曲面细分结合起来,可以为GPU的屏幕空间中的指定误差提供一种新的渲染算法,用于任意修剪的NURBS和T样条曲面。该性能比当前基于CPU的技术高出多达1000倍,并且可以在消费者级别的图形卡上实时显示现实世界中修整后的NURBS和T-Spline模型。

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