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Fragment-based evaluation of non-uniform b-spline surfaces on gpus.
| Content Provider | CiteSeerX |
|---|---|
| Author | Kanai, Takashi |
| Abstract | In this paper, we propose a fragment-based evaluation method for non-uniform B-spline surfaces using recent programmable graphics hardware (GPU). A position on a non-uniform Bspline surface is evaluated by the linear combination of both control points and B-spline basis functions. Hence the computational costs can be reduced by pre-computing a knot interval of a parameter from a knot vector. We show that efficient computation of positions and normal vectors for B-spline surfaces can be done on GPUs by applying these ideas. Our algorithm computes an exact position, a derivative and a curvature per fragment. We demonstrate that this achieves high-quality surface rendering. We also discuss about the extension to NURBS and trimmed surfaces. Keywords: Non-uniform B-spline surface, B-spline basis function, Knot interval, GPU, Fragment program, Floating point texture. |
| File Format | |
| Access Restriction | Open |
| Subject Keyword | Fragment Program Recent Programmable Graphic Hardware High-quality Surface Non-uniform Bspline Surface Computational Cost Fragment-based Evaluation Knot Interval Knot Vector Non-uniform B-spline Surface Point Texture Fragment-based Evaluation Method Control Point Normal Vector Efficient Computation Linear Combination B-spline Basis Function B-spline Surface Exact Position |
| Content Type | Text |