10th Pacific Conference on Computer Graphics and Applications, 2002. Proceedings.
DOI: 10.1109/pccga.2002.1167860
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Fast and memory efficient view-dependent trimmed NURBS rendering

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Cited by 11 publications
(9 citation statements)
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References 33 publications
(33 reference statements)
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“…This method was further enhanced by building a seam graph structure on the tessellated trimmed NURBS surface for multi-resolution modelling. 4 A seam graph structure is actually a progressive mesh-like 18 structure. It allows the application to select an appropriate resolution of the tessellated polygon model for rendering.…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…This method was further enhanced by building a seam graph structure on the tessellated trimmed NURBS surface for multi-resolution modelling. 4 A seam graph structure is actually a progressive mesh-like 18 structure. It allows the application to select an appropriate resolution of the tessellated polygon model for rendering.…”
Section: Related Workmentioning
confidence: 99%
“…Most of the methods developed are based on tessellation. [3][4][5][6][7][8] This tessellation process subdivides the NURBS surfaces into polygons so that the hardware graphics accelerator may render the polygons in real time. However, this tessellation process is computationally very expensive.…”
Section: Introductionmentioning
confidence: 99%
“…Otherwise, the node is further subdivided for further processing or be tessellated by constrained delaunay triangulation to generate the output polygons. This method was further enhanced by building a seam graph structure on the tessellated trimmed NURBS surfaces for multi-resolution modeling [6]. A seam graph structure is actually a progressive mesh [7] like structure.…”
Section: Related Workmentioning
confidence: 99%
“…There have been a lot of work carried out to address this problem. Most of the methods developed are based on tessellation [1,6,8,9,10,17]. This tessellation process subdivides the NURBS surfaces into polygons so that the hardware graphics accelerator, if present, may render the polygons in real-time.…”
Section: Introductionmentioning
confidence: 99%
“…During the tessellation process some shape information is lost. If the initial model is represented by trimmed NURBS surfaces, the tessellation process becomes more complicated and often results in artifacts along trimming contours [Guthe et al 2002]. Moreover, the tessellation of complex shape models results in a large number of triangles, which require large amount of memory and preprocessing time for building acceleration data structures.…”
Section: Introductionmentioning
confidence: 99%