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:









