RE: nurbs sphere with hole

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From: Zitao Xu (zitao++at++magic-earth.com)
Date: 03/08/2002 11:46:46


Hi,

You can use a few degenerated bi-quadratic rational Bezier surfaces
to represent it, (thus knot vector is [0,0,0,1,1,1]),
and always set both end weights to 1.0, but you need to figure out
the weight & location of middle point in each row, depending which
part of sphere you want to represent.

Do not use triangular surface that Farin's book described there,
which I don't it has been supported, (just use simpler tenser-
product surface).

The "The NURBS Book, Les Piegl, Wayne Tiller" would be a better
reference, (say from page 351).

-zitao,
Magic Earth

-----Original Message-----
From: Christian Skluzacek [mailto:csklu_fs++at++yahoo.com]
Sent: Friday, March 08, 2002 11:26 AM
To: info-performer++at++sgi.com
Subject: nurbs sphere with hole

Hi Performers,

I have a few questions related to a geometry problem I
am trying to solve. I need to create a sphere with an
arbitrarily shaped hole cut out of it. The hole is
determined at run/load time and doesn't change
afterwards. One way I thought of doing this is the
following:

1. Create a NURBS sphere (with GLU)
2. trim out hole using gluBegin/EndTrim
3. Somehow get the generated triangles that OpenGL
uses
4. Build pfGeoSet from the obtained triangles.

Question 1: Does anyone know the knot sequence and
control points necessary for a sphere? I've only found
the sequence for a circle on the net. Not being a
NURBS expert myself I found the knot sequence for an
8th of a sphere in "Nurbs: From Projective Geometry to
Practical Use" by Farin but it is triangular in shape
and from what I understand from gluNurbs surfaces you
must specify two dimensions (u,v) so I am not sure how
the values that Farin describes shoould be mapped to
OpenGL. Alternatively, is it possible to convert a
GLUQuadric (i.e. from gluSphere) to a GLUnurbs object?

As an aside, will Performer ever support high level
data structures for Nurbs in it's pfGeoSet for
example? Will NURBS ever be supported in hardware (or
is it now supported?) so that they can be used in
real-time applications? This would be great for
something like continuous LODs (I'm sure these aren't
original thoughts).

Question 2: Once I do have a NURBS surface, how do I
get the triangles from it? I thought maybe something
like gluTess but (I think) that is only for polygons.
I know Inventor has a SoNurbsSurface node, how is this
converted (if converted) in the performer loader? Come
to think of it, maybe I could just create a
SoNurbsSurface object in the Performer program and
somehow render that directly by making a custom pfNode
or something?

Thanks for any help.

Chris

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