3D graphics eBook - Course Materials Repository
3D graphics eBook - Course Materials Repository
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.