Adaptive tessellation of NURBS in screen space

This project produces a crack-free mesh from a set of NURB surfaces. Uniform tessellation and adaptive tessellation were compared and integrated in a Maya plug-in. Overall the adaptive methods produces less triangles with a much better distribution. To achieve this result the convex hull property is used along with a splitting process along the longest chord length parametric direction.

Everything was built from scratch in C++, the screenshots are coming from the real-time visualizer written for this project.

The specifications Specifications-FYP-2010

The final report Report-FYP-2010

A small poster presentation:

Some example images:

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