Direct and Fast Ray Tracing of NURBS Surfaces

Oliver Abert, Markus Geimer, S. Muller
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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
NURBS表面的直接和快速光线追踪
最近有研究表明,贝塞尔曲面可以作为一个几何原语,用于在单个商用PC上进行交互光线跟踪。然而,Bezier表示受到限制,因为大量的控制点也意味着较高的多项式度,从而大大降低了帧率。本文提出了一种快速、高效、鲁棒的任意度NURBS曲面光线跟踪算法。此外,我们的方法在渲染性能方面在很大程度上与表面控制点的数量无关。此外,曲面控制点的程度和数量不影响交点算法的数值稳定性。通过采用一种新颖的表面评估方法来实现所需的高性能,该方法只需要最少的预处理。我们提出了一种方法,将计算代价高昂的Cox-de Boor递归转换为SIMD合适的形式,通过避免递归来最大化性能,并大大减少执行命令的数量
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