I came across a 2004 thesis paper that I'd not seen that is a "little" relevant to our current development efforts:
http://dcgi.felk.cvut.cz/home/havran/ARTICLES/EfremovMasterThesis.pdf His method is actually the classic decomposition of NURBS surfaces into sets of Bezier patches, which we intentionally avoid for ray tracing, but still interesting for other reasons. Starting around page 37 is a nice summary of literature through about 2001, where he stops (there was substantial progress on fast direct evaluation in 2006, not based on Bezier patches, which is where started caring). Chapter five talks about converting NURBS to Bezier patches, which may still prove useful for the overlapping domain that Wu recently remarked but even the discussion about his acceleration structure is relevant to our ray tracing. We don't want to chop up the surfaces, but it is a potentially helpful for optimization and acceleration structure insights. Cheers! Sean ------------------------------------------------------------------------------ See everything from the browser to the database with AppDynamics Get end-to-end visibility with application monitoring from AppDynamics Isolate bottlenecks and diagnose root cause in seconds. Start your free trial of AppDynamics Pro today! http://pubads.g.doubleclick.net/gampad/clk?id=48808831&iu=/4140/ostg.clktrk _______________________________________________ BRL-CAD Developer mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/brlcad-devel
