z-logo
Premium
Interactive Rendering of Deforming NURBS Surfaces
Author(s) -
Li Frederick W. B.,
Lau Rynson W. H.,
Green Mark
Publication year - 1997
Publication title -
computer graphics forum
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.578
H-Index - 120
eISSN - 1467-8659
pISSN - 0167-7055
DOI - 10.1111/1467-8659.16.3conferenceissue.6
Subject(s) - rendering (computer graphics) , computer science , computer graphics (images) , polygon (computer graphics) , geometric design , real time rendering , algorithm , artificial intelligence , computer vision , geometry , mathematics , frame (networking) , telecommunications
Non‐uniform rational B‐splines (NURBS) has been widely accepted as a standard tool for geometry representation and design. Its rich geometric properties allow it to represent both analytic shapes and free‐form curves and surfaces precisely. Moreover, a set of tools is available for shape modification or more implicitly, object deformation. Existing NURBS rendering methods include de Boor algorithm, Oslo algorithm, Shantz’s adaptive forward differencing algorithm and Silbermann’s high speed implementation of NURBS. However, these methods consider only speeding up the rendering process of individual frames. Recently, Kumar et al. proposed an incremental method for rendering NURBS surfaces, but it is still limited to static surfaces. In real‐time applications such as virtual reality, interactive display is needed. If a virtual environment contains a lot of deforming objects, these methods cannot provide a good solution. In this paper, we propose an efficient method for interactive rendering of deformable objects by maintaining a polygon model of each deforming NURBS surface and adaptively refining the resolution of the polygon model. We also look at how this method may be applied to multi‐resolution modelling.

This content is not available in your region!

Continue researching here.

Having issues? You can contact us here