Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Results 1 to 10 of 10

Thread: Bezier surfaces and NV_evaluators

  1. #1
    Junior Member Newbie
    Join Date
    May 2003
    Posts
    7

    Bezier surfaces and NV_evaluators

    Hi all,

    so it appears that nvidia cards implement an acceleration of a subset of bezier surfaces. I am still in the middle of coding this stuff up, but I am curious - how well accelerated are they? - if one takes the example of a surface constructed of polys and an equivalent surface constructed of using the bezier basis where equivalent refers to the visual appearance of smoothness along the surface profile say (yup I know an awful metric, but that is the reason for using them in the first place) - which is the faster rendered?

    v3a

  2. #2
    Member Regular Contributor
    Join Date
    Jun 2000
    Location
    Karlsruhe, Germany
    Posts
    486

    Re: Bezier surfaces and NV_evaluators

    NV_evaluators has been dropped, don't use it

    -Lev

  3. #3
    Junior Member Newbie
    Join Date
    May 2003
    Posts
    7

    Re: Bezier surfaces and NV_evaluators

    hmmm... so is there any acceleration of bezier surfaces in hardware with nvidia chips?

  4. #4
    Junior Member Newbie
    Join Date
    May 2003
    Posts
    7

    Re: Bezier surfaces and NV_evaluators

    so a brief search on the archive shows that there is no support with current drivers for any of the bezier+NURBS surfaces. I guess I should have checked before posting. sorry.

    it is odd though, given the appilicability of NURBS to so many problems, that there is no acceleration. is there the intention to implement it in another form later on?

  5. #5
    Super Moderator OpenGL Guru
    Join Date
    Feb 2000
    Location
    Montreal, Canada
    Posts
    4,421

    Re: Bezier surfaces and NV_evaluators

    vertex programs can take over this job.

    I don't recall seeing much lately about HOS. When the NV_evaluators was introduced, a document was made to go along with it. You can search at developer.nvidia.com
    ------------------------------
    Sig: http://glhlib.sourceforge.net
    an open source GLU replacement library. Much more modern than GLU.
    float matrix[16], inverse_matrix[16];
    glhLoadIdentityf2(matrix);
    glhTranslatef2(matrix, 0.0, 0.0, 5.0);
    glhRotateAboutXf2(matrix, angleInRadians);
    glhScalef2(matrix, 1.0, 1.0, -1.0);
    glhQuickInvertMatrixf2(matrix, inverse_matrix);
    glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
    glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);

  6. #6
    Advanced Member Frequent Contributor
    Join Date
    Aug 2001
    Location
    Italy
    Posts
    628

    Re: Bezier surfaces and NV_evaluators

    Originally posted by V-man:
    vertex programs can take over this job.
    How? As far as I know, the beizer tassellator automatically generates vertices. If I am not wrong the NV evaluator generated vertices where you need them with an adaptive tassellation.
    How can we accomplish the same thing by using VPs? They cannot create vertices. Of curse, they can displace already existing vertices but this is not going to look the same...

    I think the support was dropped because there was only few application in gaming environments. CD becomes difficult in my opinion.

  7. #7
    Senior Member OpenGL Guru
    Join Date
    Mar 2001
    Posts
    3,768

    Re: Bezier surfaces and NV_evaluators

    How? As far as I know, the beizer tassellator automatically generates vertices.
    While the adaptive portion of a tesselator can't be emulated, a vp can certainly emulate basic tesselation. What you have to do is pass the 16 control points, not as per-vertex attributes, but as constants. Then, your per-vertex attributes are just the u/v coordinates of the point to generate.

  8. #8
    Junior Member Newbie
    Join Date
    May 2003
    Posts
    2

    Re: Bezier surfaces and NV_evaluators


  9. #9
    Junior Member Regular Contributor
    Join Date
    Dec 2000
    Location
    Computer Graphics Group, RWTH Aachen, Germany
    Posts
    137

    Re: Bezier surfaces and NV_evaluators

    Hi
    You can look at this peper about tesselation of subdivision surfaces using vertex programs. http://multires.caltech.edu/pubs/GPUSubD.pdf
    the nurbs tesselation will be much simpler certainly.

    Regards
    Martin

  10. #10
    Junior Member Newbie
    Join Date
    May 2003
    Posts
    7

    Re: Bezier surfaces and NV_evaluators

    Martin,

    thanks you very much for a lucid description of a very interesting solution - excellent stuff

    v3a

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •