Fast Ray Tracing NURBS Surfaces
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Abstract
In this paper, a new algorithm with extrapolation process for computingthe ray/surface intersection is presented. Also, a ray is defined to be the in-tersection of two planes, which are nonorthogonal in general, in such a waythat the number of multiplication operations is reduced. In the preprocessingstep, NURBS surfaces are subdivided adaptively into rational Bezier patches.Parallelepipeds are used to enclose the respective patches as tightly as possible.Therefore, for each ray that hits the enclosure (i.e…
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