Description of Previous Work


Rendering of trimmed NURB surfaces.

Based on global tessellation.

Step sizes determined by chordal deviation criteria.

Surface coordinates and normal vectors computed using two-stage Cox-de Boor technique.

 

NURB based non-manifold solid modeling.

Solid modeling with domain extended to cover wireframe and surface structures.

Top-down, face-based boundary representation.

Improved marching process.

Bottom-up intersection strategy.

Inconsistency corrected using topological adjacency criteria.

 

B-Spline curve and Surface Interproximation.

Shape design based on combination of interpolation and approximation.

Shape smoothness is achieved by "minimizing" energy of the curve/surface.

Energy form has much bigger impact on the shape than parametrization technique.

One should avoid using approximated energy forms.

 

Shape design based on Network Interpolation.

Shape design with tension and twist control.

Surfaces can have sharp turns and stair-type styling.

Avoid rollback (folding) problem and bumps.

Local shape control.

Two step approach:

Network curve construction,

Hermite surface construction.