
handle: 2183/18276
[Resumo] As superficies NURBS (Non-uniform rational B-splines) son unhas das primitivas más empregadas no modelado de alta calidade nas ferramentas CAD/CAM e o software gráfico. Dado que a avaliación directa de superficies NURBS na GPU é unha tarefa altamente complexa, a aproximación máis común para o render de NURBS é a súa conversión previa na CPU en superficies Bézier, para logo ser estas avaliadas e triangulizadas na GPU. Neste traballo presentamos unha nova proposta para o render de superficies NURBS directamente na GPU, o que permite un render interactivo e en tempo real. A nosa proposta, Rendering Pipeline for NURBS Surfaces (RPNS), está baseada nunha nova primitiva gráfica, KSQuad, que fai un procesado regular e flexible das superficies NURBS, mantendo ao mesmo tempo as súas principais propiedades xeométricas, co obxectivo de acadar un render en tempo real. RPNS leva a cabo unha discretización adaptativa eficiente para dispor dun axuste fino da densidade de primitivas necesaria para evitar buratos e irregularidades na imaxe final, aplicando unha eficiente avaliación non recursiva das funcións base na GPU. No traballo preséntase unha implementación de RPNS empregando GPUs actuais, acadando un render en tempo real de modelos paramétricos complexos. As nosas probas experimentais mostran un rendemento varias ordes de magnitude superior á aproximación tradicional baseada na conversión de NURBS en Bézier.
[Abstract] NURBS (Non-uniform rational B-splines) surfaces are one of the most useful primitives employed for high quality modeling in CAD/CAM tools and graphics software. Since direct evaluation of NURBS surfaces on the GPU is a highly complex task, the usual approach for rendering NURBS is to perform the conversion into Bézier surfaces on the CPU, and then evaluate and tessellate them on the GPU. In this paper we present a new proposal for rendering NURBS surfaces directly on the GPU in order to achieve interactive and real-time rendering. Our proposal, Rendering Pipeline for NURBS Surfaces (RPNS), is based on a new primitive KSQuad that uses a regular and flexible processing of NURBS surfaces, while maintaining their main geometric properties to achieve real-time rendering. RPNS performs an efficient adaptive discretization to fine tune the density of primitives needed to avoid cracks and holes in the final image, applying an efficient non-recursive evaluation of the basis function on the GPU. An implementation of RPNS using current GPUs is presented, achieving real-time rendering rates of complex parametric models. Our experimental tests show a performance several orders of magnitude higher than traditional approximations based on NURBS to Bézier conversion.
Rendering interactivo, Superficies NURBS, Interactive rendering, NURBS surfaces, Rendering pipeline
Rendering interactivo, Superficies NURBS, Interactive rendering, NURBS surfaces, Rendering pipeline
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