Editing NURBS Tessellation

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There are various "quick and dirty" approaches to tessellating NURBS, but BRL-CAD's routines also should satisfy solidity constraints - e.g. if NURBS surfaces form a solid Boundary Representation (BREP) the results of the tessellation should also form a valid NMG solid.  This involves successfully "merging" individual tessellations from surfaces to form solid meshes.
 
There are various "quick and dirty" approaches to tessellating NURBS, but BRL-CAD's routines also should satisfy solidity constraints - e.g. if NURBS surfaces form a solid Boundary Representation (BREP) the results of the tessellation should also form a valid NMG solid.  This involves successfully "merging" individual tessellations from surfaces to form solid meshes.
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A good paper to start with to understand some of the issues involved:
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http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.142.3042
  
 
The first step will be to successfully tessellate and display individual surfaces, followed by merging the individual surface tessellations into solid meshes.
 
The first step will be to successfully tessellate and display individual surfaces, followed by merging the individual surface tessellations into solid meshes.
  
=References=
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Requirements:
* http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.142.3042
 
** It's a good paper to start with to understand some of the issues involved.
 
  
* src/librt/primitives/brep (new nurbs implementation)
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*Familiarity with C/C++
* src/librt/primitives/bspline/nurb_tess.c (this is our old implementation)
 
* src/librt/primitives/nmg/nmg_tri.c (triangulation of polygons while preserving topology)
 
 
 
=Requirements=
 
  
*Familiarity with C/C++
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Difficulty: medium (low for first stages, medium for solid mesh generation)

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