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Hi,
would it be possible raytrace NURBS direct without tesslating to
faces?
I think i have seen some hints for a ray NURBS intersection in
comp.graphics algorithms.
If it possible rendering NURBS would be image size independent.
I have some code to convert NURBS (Rhino) to triangles with dynamic
subdivision. If you are interessted please mail me: thb### [at] ibm net
But the key feature would be "trimmed NURBS". It means that a NURBS
curve cuts a hole into the NURBS surface.
The NURBS curve is usally given in uv coordinates.
If there is a NURBS ray hit test, it would be possible to test for a
trimming curve.
Usally all CSG operations with NURBS are done with trimmed NURBS.
>A long time ago someone mentioned that they had written a preliminary
>patch for NURBS. I think it was Nathan but the messages I have don't
>seem to go back far enough.
>
>Anyway, the person offered to share it with anyone interested. If I can
>find the time, I plan on writing a patch to do direct rendering of
>bicubic patches, and it seems it should be possible to include NURBS. I
>could use any help I could get, so it would be great if whoever has that
>code could forward it to me. :)
>
>I hear that the direct approach causes rendering artifacts, but I'd like
>to try it just the same.
>
>-Mike
-tb
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