2006 IEEE Symposium on Interactive Ray Tracing 2006
DOI: 10.1109/rt.2006.280226
|View full text |Cite
|
Sign up to set email alerts
|

Ray Casting of Trimmed NURBS Surfaces on the GPU

Abstract: We propose a conceptual extension of the standard triangle-based graphics pipeline by an additional intersection stage. The corresponding intersection program performs ray-object intersection tests for each fragment of an object's bounding volume. The resulting hit fragments are transfered to the fragment shading stage for computing the illumination and performing further fragment operations. Our approach combines the efficiency of the standard hardware graphics pipeline with the advantages of ray casting such… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
2

Citation Types

0
22
0

Year Published

2009
2009
2017
2017

Publication Types

Select...
5
1
1

Relationship

0
7

Authors

Journals

citations
Cited by 30 publications
(22 citation statements)
references
References 26 publications
0
22
0
Order By: Relevance
“…GPU based Tessellation of parametric surfaces was proposed by [10]. Ray Casting of trimmed NURBS Surfaces using a combination of Newton iteration and bezier clipping on the GPU was done by [19].…”
Section: Previous Workmentioning
confidence: 99%
See 2 more Smart Citations
“…GPU based Tessellation of parametric surfaces was proposed by [10]. Ray Casting of trimmed NURBS Surfaces using a combination of Newton iteration and bezier clipping on the GPU was done by [19].…”
Section: Previous Workmentioning
confidence: 99%
“…To copy otherwise, to republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. ICVGIP '12, December [16][17][18][19]2012 provides smooth appearances and silhouettes over a range of viewpoints. Second, it produces exact secondary rays as the coordinates and normals are available at the intersections.…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…Ray tracing was performed on parametric and rational surfaces by solving for the ray-surface intersection point using numerical methods [8], [9], [10]. There has also been previous work on ray tracing using the GPU, which includes [4], [11], [12], [13]. Another application of inverse evaluation of NURBS is solving for geometric constraints.…”
Section: Previous Workmentioning
confidence: 99%
“…However, since evaluation of a NURBS surface is inherently a computation-intensive process, commercial CAD packages deal with it by preprocessing NURBS surfaces, usually tessellating them and using the triangulated model for display as well as certain modeling operations like selection. With the advent of programmable graphics hardware, the need for tessellating the NURBS surface in the CPU for display was obviated, since the GPU can be used for the evaluation and direct display of the surfaces [1], [2], [3], [4]. However, CAD packages still perform modeling operations using the CPU with either the tessellated surfaces or analytically using NURBS definitions.…”
Section: Introductionmentioning
confidence: 99%