{"title":"NURBS表面的直接和快速光线追踪","authors":"Oliver Abert, Markus Geimer, S. Muller","doi":"10.1109/RT.2006.280227","DOIUrl":null,"url":null,"abstract":"Recently it has been shown that Bezier surfaces can be used as a geometric primitive for interactive ray tracing on a single commodity PC. However, the Bezier representation is restricted, as a large number of control points also imply a high polynomial degree, thus reducing the frame rate significantly. In this work we present a fast, efficient and robust algorithm to ray trace trimmed NURBS surfaces of arbitrary degree. Furthermore, our approach is largely independent of the number of control points of a surface with respect to the rendering performance. Additionally the degree and the number of control points of a surface do not influence the numerical stability of the intersection algorithm. The desired high performance is achieved by taking a novel approach of surface evaluation, which requires only minimal preprocessing. We present a method to transform the computationally expensive Cox-de Boor recursion into a SIMD suitable form that maximizes performance by avoiding the recursion and drastically reduces the number of executed commands","PeriodicalId":158017,"journal":{"name":"2006 IEEE Symposium on Interactive Ray Tracing","volume":"15 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2006-09-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Direct and Fast Ray Tracing of NURBS Surfaces\",\"authors\":\"Oliver Abert, Markus Geimer, S. Muller\",\"doi\":\"10.1109/RT.2006.280227\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Recently it has been shown that Bezier surfaces can be used as a geometric primitive for interactive ray tracing on a single commodity PC. However, the Bezier representation is restricted, as a large number of control points also imply a high polynomial degree, thus reducing the frame rate significantly. In this work we present a fast, efficient and robust algorithm to ray trace trimmed NURBS surfaces of arbitrary degree. Furthermore, our approach is largely independent of the number of control points of a surface with respect to the rendering performance. Additionally the degree and the number of control points of a surface do not influence the numerical stability of the intersection algorithm. The desired high performance is achieved by taking a novel approach of surface evaluation, which requires only minimal preprocessing. We present a method to transform the computationally expensive Cox-de Boor recursion into a SIMD suitable form that maximizes performance by avoiding the recursion and drastically reduces the number of executed commands\",\"PeriodicalId\":158017,\"journal\":{\"name\":\"2006 IEEE Symposium on Interactive Ray Tracing\",\"volume\":\"15 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2006-09-18\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2006 IEEE Symposium on Interactive Ray Tracing\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/RT.2006.280227\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2006 IEEE Symposium on Interactive Ray Tracing","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/RT.2006.280227","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Recently it has been shown that Bezier surfaces can be used as a geometric primitive for interactive ray tracing on a single commodity PC. However, the Bezier representation is restricted, as a large number of control points also imply a high polynomial degree, thus reducing the frame rate significantly. In this work we present a fast, efficient and robust algorithm to ray trace trimmed NURBS surfaces of arbitrary degree. Furthermore, our approach is largely independent of the number of control points of a surface with respect to the rendering performance. Additionally the degree and the number of control points of a surface do not influence the numerical stability of the intersection algorithm. The desired high performance is achieved by taking a novel approach of surface evaluation, which requires only minimal preprocessing. We present a method to transform the computationally expensive Cox-de Boor recursion into a SIMD suitable form that maximizes performance by avoiding the recursion and drastically reduces the number of executed commands