Abstract

AbstractB-spline representation is one of the main methods for free-form surface modeling and has become the standard for CAD systems. However, in Virtual Reality (VR) environment, when a B-spline surface deforms, the blending functions need to be continuously computed. The high computational cost of continuously calculating the blending functions for merging, collision detection and physics-based deformation system, while the model is deforming, restricts the use of B-spline representation in a VR environment. This paper presents an alternative methodology to represent B-spline surface patches for an interactive VR environment. A uniformly discretized B-spline surface patch can be represented by a set of control points and two precalculated B-spline blending matrices. The proposed technique exploits the fact that these B-spline blending matrices are independent of the position of control points and therefore can be pre-calculated. The blending matrices enable the algorithm to merge B-spline surface patch...

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