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3D graphics eBook - Course Materials Repository

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Non-uniform rational B-spline 77<br />

Non-uniform rational B-spline<br />

Non-uniform rational basis spline<br />

(NURBS) is a mathematical model<br />

commonly used in computer <strong>graphics</strong><br />

for generating and representing curves<br />

and surfaces which offers great<br />

flexibility and precision for handling<br />

both analytic and freeform shapes.<br />

History<br />

Development of NURBS began in the<br />

1950s by engineers who were in need<br />

of a mathematically precise<br />

representation of freeform surfaces like<br />

those used for ship hulls, aerospace<br />

exterior surfaces, and car bodies,<br />

which could be exactly reproduced<br />

whenever technically needed. Prior<br />

representations of this kind of surface<br />

only existed as a single physical model<br />

created by a designer.<br />

The pioneers of this development were<br />

Pierre Bézier who worked as an<br />

engineer at Renault, and Paul de<br />

Casteljau who worked at Citroën, both<br />

Three-dimensional NURBS surfaces can have complex, organic shapes. Control points<br />

influence the directions the surface takes. The outermost square below delineates the X/Y<br />

extents of the surface.<br />

A NURBS curve.<br />

Animated version<br />

in France. Bézier worked nearly parallel to de Casteljau, neither knowing about the work of the other. But because<br />

Bézier published the results of his work, the average computer <strong>graphics</strong> user today recognizes splines — which are<br />

represented with control points lying off the curve itself — as Bézier splines, while de Casteljau’s name is only<br />

known and used for the algorithms he developed to evaluate parametric surfaces. In the 1960s it became clear that<br />

non-uniform, rational B-splines are a generalization of Bézier splines, which can be regarded as uniform,<br />

non-rational B-splines.<br />

At first NURBS were only used in the proprietary CAD packages of car companies. Later they became part of<br />

standard computer <strong>graphics</strong> packages.<br />

Real-time, interactive rendering of NURBS curves and surfaces was first made available on Silicon Graphics<br />

workstations in 1989. In 1993, the first interactive NURBS modeller for PCs, called NöRBS, was developed by CAS<br />

Berlin, a small startup company cooperating with the Technical University of Berlin. Today most professional<br />

computer <strong>graphics</strong> applications available for desktop use offer NURBS technology, which is most often realized by<br />

integrating a NURBS engine from a specialized company.

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