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Performing Efficient NURBS Modeling Operations on the GPU

机译:在GPU上执行高效的NURBS建模操作

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We present algorithms for evaluating and performing modeling operations on NURBS surfaces using the programmable fragment processor on the Graphics Processing Unit (GPU). We extend our GPU-based NURBS evaluator that evaluates NURBS surfaces to compute exact normals for either standard or rational B-spline surfaces for use in rendering and geometric modeling. We build on these calculations in our new GPU algorithms to perform standard modeling operations such as inverse evaluations, ray intersections, and surface-surface intersections on the GPU. Our modeling algorithms run in real time, enabling the user to sketch on the actual surface to create new features. In addition, the designer can edit the surface by interactively trimming it without the need for retessellation. Our GPU-accelerated algorithm to perform surface-surface intersection operations with NURBS surfaces can output intersection curves in the model space as well as in the parametric spaces of both the intersecting surfaces at interactive rates. We also extend our surface-surface intersection algorithm to evaluate self-intersections in NURBS surfaces.
机译:我们介绍了使用图形处理单元(GPU)上的可编程片段处理器在NURBS曲面上评估和执行建模操作的算法。我们扩展了基于GPU的NURBS评估器,该评估器评估NURBS曲面以计算用于渲染或几何建模的标准或有理B样条曲线曲面的精确法线。我们在新的GPU算法中基于这些计算来执行标准的建模操作,例如GPU上的逆评估,射线相交以及表面与表面相交。我们的建模算法实时运行,使用户能够在实际表面上绘制草图以创建新特征。此外,设计人员可以通过交互式修剪曲面来编辑曲面,而无需进行细分。我们的GPU加速算法可以对NURBS曲面执行曲面-曲面相交操作,从而可以交互速度在模型空间以及两个相交曲面的参数空间中输出相交曲线。我们还扩展了曲面与曲面的相交算法,以评估NURBS曲面中的自相交。

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