ACM Transactions on Graphics · 1996 · 13 citations · 17 references
ArchitectureComputational Engineering3D ModelingComputational GeometryRendering3D RenderingGeometry ProcessingNurbs ModelingSurface AnalysisSurface RenderingSurface ShadingAlgorithm ComparisonHermite FunctionsHermite Shape FunctionsHermite Surface ModelingKnot InsertionNormal VectorsNurbs SurfacesShading
Three methods for evaluating the surface coordinates, first derivatives, and normal vectors of a NURB surface are compared. These methods include forward differencing, knot insertion, and a tow-stage Cox-de Boor technique. The computational complexity of each of these techniques is analyzed and summarized. The use of Hermite functions is shown to yield a poor approximation for the shading functions of a NURB surface. An improved method for computing derivatives by knot insertion is presented. An efficient algorithm for computing the foward difference matrix and a method for using foward differencing to compute the first derivatives of a NURB surface are also presented.
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