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要旨:
Raytracing has become a popular method for generating realistic images and
movies. The progress in hardware development shows that the real time
raytracing on a single PC might be possible in the ongoing future. Obviously,
that new generation of raytracing based applications will require more
visualization precision and flexibility. Most of the modern raytracing based
applications only deal with triangles as basic primitives, which brings
limitations to an application and may cause visual artifacts to appear. NURBS
surface representation is common for most of 3D modeling tools because of its
compactness and useful geometric properties of NURBS surfaces. Using the direct
raytracing NURBS surfaces, one can achieve better quality of rendered images.
Although, many such approaches have already been presented, almost all of them
suffer from numerical problems or do not work in some special cases. This paper
presents a modified Bézier clipping method for finding ray - NURBS surface
intersection points, which is fast, robust, and numerically stable.