Tessellation and rendering of trimmed NURBS models in scene graph systems
Tessellation and rendering of trimmed NURBS models in scene graph systems
Á. Balázs
2008 · DBLP: phd/de/Balazs2008
2 Citations
TLDR
A robust tessellation method for individual trimmed NURBS surfaces is presented which guarantees a geometric error threshold between the polygonal representation and the original analytic surface, and an occlusion culling method is presented, which performs well even in extremely low depth complexity situations and performs at least on par with state of the art occluding methods for high depth complexity scenes.
