We present algorithms for interactive rendering of large-scare NURBS m
odels. The algorithms convert the NURBS surfaces to Bezier surfaces, t
essellate each Bezier surface into triangles, and render them using th
e triangle-rendering capabilities common to current graphics systems.
This paper presents algorithms for computing tight bounds on surface p
roperties in order to generate high quality tessellation of Bezier sur
faces. We introduce enhanced Visibility determination techniques and p
resent methods to make efficient use of coherence between successive f
rames. In addition, we also discuss issues in parallelization of these
techniques. The algorithm also avoids polygonization anomalies like c
racks. Our algorithms work well in practice and, on high-end graphics
systems, are able to display models described using thousands of Bezie
r surfaces at interactive frame rates.