Ray Casting of Trimmed NURBS Surfaces on the GPU

Hans-Friedrich Pabst, JanP. Springer, Andre Schollmeyer, Robert Lenhardt, Christian Lessig, Bernd Froehlich
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引用次数: 37

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 transferred 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 as pixel accurate rendering and exact normal as well as early ray termination. This concept serves as a framework for the implementation of an interactive ray casting system for trimmed NURBS surfaces. We show how to realize an iterative ray-object intersection method for NURBS primitives as an intersection program. Convex hulls are used as tight bounding volumes for the NURBS patches to minimize the number of fragments to be processed. In addition, we developed a trimming algorithm for the GPU that works with an exact representation of the trimming curves. First experiments with our implementation show that real-time rendering of medium complex scenes is possible on current graphics hardware
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光线投射修剪NURBS表面上的GPU
我们提出了一个概念上的扩展标准的基于三角形的图形管道通过一个额外的交集阶段。相应的相交程序对对象边界体积的每个片段执行射线-物体相交测试。产生的命中碎片被转移到片段着色阶段,用于计算照明并执行进一步的片段操作。我们的方法结合了标准硬件图形管道的效率和光线投射的优势,如像素精确渲染和精确法线以及早期光线终止。这个概念作为一个框架,用于实现一个交互式光线投射系统的修整NURBS表面。我们展示了如何实现NURBS原语的迭代射线-物体相交方法作为相交程序。凸包被用作NURBS补丁的紧密边界体积,以最小化要处理的碎片数量。此外,我们为GPU开发了一种微调算法,该算法可以精确地表示微调曲线。我们的实现的第一个实验表明,在当前的图形硬件上,中等复杂场景的实时渲染是可能的
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