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> he assured me that NURBs were going to be the dominant rendering mode How does this relate to the NV-1? I thought it used quads instead of triangles. Did it
by datpiff 4y ago
> he assured me that NURBs were going to be the dominant rendering mode
How does this relate to the NV-1? I thought it used quads instead of triangles. Did it do accelerated NURBs as well?
- rasz 4y agoreminds me of PowerVR main selling point being tiled rendering, but they tried pushing some proprietary "infinite planes" BS https://vintage3d.org/pcx1.php https://vintage3d.org/pcx1.php "Thanks to volumes defined by infinite planes, shadows and lights can be cast from any object over any surface."
- datpiff 4y agoIf it was marketing they didn't seem to do a great job... Very little online except for mentions of "NURBS", and this thread. It's not intuitively obvious to me how a rasterizer accelerator would render NURBS surfaces at all (edit: without just approximating the surface with triangles/quads in software, which any competing card could also do)
- rzzzt 4y agoI was also wondering about this. I only remember two vaguely related mentions, both are from a bit later time and one of them turned out not to be NURBS but Bézier patches :) - Curved surfaces in Quake 3: https://www.gamedeveloper.com/programming/implementing-curved-surface-geometry https://www.gamedeveloper.com/programming/implementing-curve... - Rhino 3D support: https://www.rhino3d.com/features/nurbs/ https://www.rhino3d.com/features/nurbs/