ACM SIGGRAPH 2009 Papers 2009
DOI: 10.1145/1576246.1531353
|View full text |Cite
|
Sign up to set email alerts
|

Direct trimming of NURBS surfaces on the GPU

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
7
0

Year Published

2014
2014
2021
2021

Publication Types

Select...
5
1

Relationship

1
5

Authors

Journals

citations
Cited by 6 publications
(7 citation statements)
references
References 18 publications
0
7
0
Order By: Relevance
“…This includes multi-pass techniques, as well as ray-casting based rendering approaches. This extensibility is demonstrated by the current support for trimmed NURBS [SF09], level-of-detail point clouds and 3D video avatars [BKKF13]. During fragment processing, each renderer passes the information necessary to defer shading to a shared shader interface which is independent of the type of geometry.…”
Section: System Overviewmentioning
confidence: 99%
“…This includes multi-pass techniques, as well as ray-casting based rendering approaches. This extensibility is demonstrated by the current support for trimmed NURBS [SF09], level-of-detail point clouds and 3D video avatars [BKKF13]. During fragment processing, each renderer passes the information necessary to defer shading to a shared shader interface which is independent of the type of geometry.…”
Section: System Overviewmentioning
confidence: 99%
“…face, which is then decomposed into multiple rational Bézier patches [CLR80]. Trimming curves are also similarly transformed into NURBS curves and split up into multiple rational Bézier curves, which are finally gathered in a trim structure [SF09]. The trim structure is used to do the trimming of individual fragments every time this is needed.…”
Section: Our Algorithmmentioning
confidence: 99%
“…Each rendered fragment goes through the trimming process [SF09], and off-face fragments are discarded. For onface fragments, alongside the fragment color, we store in a framebuffer-sized metadata buffer the Bézier patch ID, the parent B-Rep face ID, as well as the u, v coordinate of the fragment in the parametric space of the Bézier patch.…”
Section: Step 1: Initial Renderingmentioning
confidence: 99%
See 1 more Smart Citation
“…Hardware and implementation independent values are Ntest in the 8th column, showing the reduction of exact odd-even tests by shooting horizontal ray and Ntrav with the average number of traversal steps through the trimming data structure per trimming test. Absolute values are reported for the reference method 3-HS[SF09] except the 9th column with a memory consumption that uses as reference the method 1 − L…”
mentioning
confidence: 99%