Department of Electronics and Computer Engineering
E-15782 Santiago de Compostela
e-mail: javi@dec.usc.es |
http://www.ac.usc.es/~javi |
Keywords: Surface rendering, NURBS, Bézier,
tessellation, subdivision
Abstract
NURBS surfaces are widely
used in computer graphics, due to their great accuracy of design and reduced
amount of data needed for representation. For real-time visualization,
tessellation algorithms are needed, as they make use of the actual graphics
hardware through the conversion of surfaces to triangle meshes. The existent
algorithms for tessellation are only partially adaptive because the
tessellation inside the each part of the surface is uniform (non adaptive). We
propose an algorithm that generates a mesh of triangles from a NURBS
representation of the scene in a fully adaptive way, that is, the resolution is
locally selected in such a way that the number of triangles to be processed is
minimized without reducing the quality of the final image.