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The previous chapter covered the basic mathematics of NURBS surfaces and reinforced the fact that NURBS surfaces were not limited to rubber sheets. In this chapter, I'll take that notion further by introducing several techniques for modeling basic primitives. Unless noted otherwise , the math and basic application framework are exactly the same as the previous chapter. There are several sample projects for this chapter on the CD. In some cases, I'll refer to the source code, but in most cases the concepts are most easily explained with screenshots of the sample applications. I will cover the following new surface representations:
Ruled surfaces
Surfaces of revolution
Swept surfaces
Skinned surfaces
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