ings, Our proposals have been implemented in Di-
rectX11 to achieve interactive handling of NURBS
surfaces. SQC achieves up to 2.37x speedup over
non-culling proposal whereas LQC up to 2.86x.
As future work, our primary focus is to apply our
culling proposal to handle motion blur rasterization
(Gribel et al., 2013). We also plan to extend our pro-
posal to consider self-collision detection (Wong et al.,
2014).
ACKNOWLEDGEMENTS
This research has been supported by the Gali-
cian Government (Xunta de Galicia) under the
Consolidation Program of Competitive Reference
Groups, cofunded by FEDER funds of the EU (Ref.
GRC2013/055); and by the Ministry of Economy and
Competitiveness of Spain and FEDER funds of the
EU (Project TIN2013-42148-P).
REFERENCES
Akenine-M
¨
oller, T., Haines, E., and Hoffman, N. (2008).
Real-Time Rendering. A. K. Peters.
Claux, F., Barthe, L., Vanderhaeghe, D., Jessel, J.-P., and
Paulin, M. (2014). Crack-free rendering of dynam-
ically tesselated B-rep models. Computer Graphics
Forum, 33(2):263–272.
Cohen, E., Lyche, T., and Riesenfeld, R. (1980). Discrete B-
splines and subdivision techniques in computer-aided
geometric design and computer graphics. Computer
Graphics and Image Processing, 14(2):87–111.
Concheiro, R., Amor, M., and B
´
oo, M. (2010). Synthe-
sis of B
´
ezier surfaces on the GPU. In Richard, P.,
Braz, J., and Hilton, A., editors, Proceedings of the
GRAPP’10: International Conference on Computer
Graphics Theory and Applications, pages 110–115.
INSTICC Press.
Concheiro, R., Amor, M., Padr
´
on, E. J., and Doggett, M. C.
(2014). Interactive rendering of NURBS surfaces.
Computer-Aided Design, 56:34–44.
Gribel, C. J., Munkberg, J., Hasselgren, J., and Akenine-
M
¨
oller, T. (2013). Theory and analysis of higher-order
motion blur rasterization. In Proceedings of the 5th
High-Performance Graphics Conference, HPG’13,
pages 7–15.
Guthe, M., Bal
´
azs,
´
A., and Klein, R. (2005). GPU-based
trimming and tessellation of NURBS and T-Spline
surfaces. ACM Transactions on Graphics, 24(3).
Hasselgren, J., Munkberg, J., and Akenine-M
¨
oller, T.
(2009). Automatic pre-tessellation culling. ACM
Trans. Graph., 28(2):19:1–19:10.
Krishnamurthy, A., Khardekar, R., and McMains, S. (2007).
Direct evaluation of NURBS curves and surfaces on
the GPU. In Proceedings of SPM’07: The 2007 ACM
Symposium on Solid and Physical Modeling, pages
329–334.
Krishnamurthy, A., Khardekar, R., McMains, S., Haller, K.,
and Elber, G. (2009). Performing efficient NURBS
modeling operation on the GPU. IEEE Transactions
on Visualization and Computer Graphics, 15(4):530–
543.
Kumar, S., Manocha, D., and Lastra, A. (1996). Inter-
active display of large-scale NURBS models. IEEE
Transactions on Visualization and Computer Graph-
ics, 2(4):323–336.
Loop, C. T., Nießner, M., and Eisenacher, C. (2011). Effec-
tive back-patch culling for hardware tessellation. In
Proceeding of the VMV 2011: Vision, Modeling, and
Visualization Workshop, pages 263–268.
Munkberg, J., Hasselgren, J., Toth, R., and Akenine-M
¨
oller,
T. (2010). Efficient bounding of displaced B
´
ezier
patches. In Proceedings of the Conference on High
Performance Graphics, HPG’10, pages 153–162. Eu-
rographics.
Nießner, M. and Loop, C. (2012). Patch-based occlusion
culling for hardware tessellation. In Proceedings of
the Computer Graphics International 2012, CGI’12.
Nießner, M., Loop, C., Meyer, M., and DeRose, T. (2012).
Feature adaptive GPU rendering of Catmull-Clark
subdivision surfaces. ACM Transactions on Graphics,
31(1).
Pfister, H., Zwicker, M., van Baar, J., and Gross, M. (2000).
Surfels: surface elements as rendering primitives. In
Proceedings of the SIGGRAPH’00: 27th annual con-
ference on Computer graphics and interactive tech-
niques, pages 335–342, New York, NY, USA. ACM
Press/Addison-Wesley Publishing Co.
Piegl, L. and Tiller, W. (1997). The NURBS Book. Springer.
Sch
¨
afer, H., Nießner, M., Keinert, B., Stamminger, M., and
Loop, C. (2014). State of the art report on real-time
rendering with hardware tessellation. In Eurograph-
ics, State of the Art Reports.
Sederberg, T. W. and Meyers, R. J. (1988). Loop detection
in surface patch intersections. Computer Aided Geo-
metric Design, 5(2):161–171.
Shen, J., Kosinka, J., Sabin, M. A., and Dodgson, N. A.
(2014). Conversion of trimmed NURBS surfaces to
CatmullClark subdivision surfaces. Computer Aided
Geometric Design, 13(7–8):486–498.
Shirman, L. A. and Abi-Ezzi, S. S. (1993). The cone of nor-
mals technique for fast processing of curved patches.
Computer Graphics Forum, 12(3):261–272.
Smith, J. and Schaefer, S. (2015). Selective degree elevation
for multi-sided B
´
ezier patches. Computer Graphics
Forum, 34(2).
Wong, S.-K., Lin, W.-C., Wang, Y.-S., Hung, C.-H., and
Huang, Y.-J. (2014). Dynamic radial view based
culling for continuous self-collision detection. In Pro-
ceedings of the 18th meeting of the ACM SIGGRAPH
Symposium on Interactive 3D Graphics and Games,
I3D’14, pages 39–46.
Yeo, Y. I., Bin, L., and Peters, J. (2012). Efficient pixel-
accurate rendering of curved surfaces. In Proceedings
of the i3D’12: ACM SIGGRAPH Symposium on Inter-
active 3D Graphics and Games, pages 165–174, New
York, NY, USA. ACM.
Efficient Culling Techniques for Interactive Deformable NURBS Surfaces on GPU
27