Abstract
Non-Uniform Rational B-Splines (NURBS) are a very efficient way of representing arbitrary curved surfaces. However, this type of surface representation is based on a complex mathematical formulation, which requires a very efficient implementation when using NURBS for accurate electromagnetic simulations. This paper studies the performance of different iterative ray-NURBS intersection algorithms in the framework of a Shooting-and-Bouncing-Rays (SBR) algorithm.
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