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Interactive Rendering of NURBS Surfaces

机译:NURBS曲面的交互式渲染

摘要

[Abstract] NURBS (Non-uniform rational B-splines) surfaces are one of the most useful primitives employed for high quality modeling in CAD/CAM tools and graphics software. Since direct evaluation of NURBS surfaces on the GPU is a highly complex task, the usual approach for rendering NURBS is to perform the conversion into Bézier surfaces on the CPU, and then evaluate and tessellate them on the GPU. In this paper we present a new proposal for rendering NURBS surfaces directly on the GPU in order to achieve interactive and real-time rendering.Our proposal, Rendering Pipeline for NURBS Surfaces (RPNS), is based on anew primitive KSQuad that uses a regular and flexible processing of NURBSsurfaces, while maintaining their main geometric properties to achieve real-time rendering. RPNS performs an efficient adaptive discretization to fine tune the density of primitives needed to avoid cracks and holes in the final image, applying an efficient non-recursive evaluation of the basis function on the GPU. An implementation of RPNS using current GPUs is presented, achieving real-time rendering rates of complex parametric models. Our experimental tests show a performance several orders of magnitude higher than traditional approximations based on NURBS to Bézier conversion.
机译:[摘要] NURBS(非均匀有理B样条)曲面是CAD / CAM工具和图形软件中用于高质量建模的最有用的原语之一。由于在GPU上直接评估NURBS曲面是一项非常复杂的任务,因此渲染NURBS的常用方法是在CPU上执行到Bézier曲面的转换,然后在GPU上对其进行评估和细分。在本文中,我们提出了一个直接在GPU上直接渲染NURBS曲面以实现交互式和实时渲染的新建议。我们的建议``NURBS曲面的渲染管线(RPNS)''基于一个新的KSQuad,它使用常规和灵活地处理NURBS曲面,同时保持其主要几何特性以实现实时渲染。 RPNS执行有效的自适应离散化,以微调最终图像中避免出现裂纹和空洞所需的图元密度,从而在GPU上对基函数进行有效的非递归评估。提出了使用当前GPU的RPNS实现,可实现复杂参数模型的实时渲染速率。我们的实验测试显示,其性能比基于NURBS到Bézier转换的传统近似值高几个数量级。

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