Skip to main content
GameDev.net gamedev.net
2 sources covering this story

A Precision Controlled Surface-Surface Intersection Algorithm for NURBS

A new ACM TOG paper tackles one of the nastier CAD-to-runtime problems: robust NURBS surface-surface intersection. The focus is precision control, which matters when tiny numerical errors can wreck trimming, tessellation, or downstream asset conversion. For graphics and tools teams, this is the kind of math that quietly determines whether complex authored surfaces survive the pipeline.

First reported 3 months, 1 week ago • nurbs geometry processing surface intersection precision
Want to discuss what this means for developers?
Open discussion
ACM Graphics ACM Graphics Primary

A Precision Controlled Surface-Surface Intersection Algorithm for NURBS

3 months, 1 week ago Read source
ACM Graphics ACM Graphics 1% match

A Robust and Efficient Intersection Algorithm for NURBS Surfaces: Handling Small Loops and Tangent Intersections

3 months, 1 week ago Read source