We present a texture-based technique for evaluating Bézier curves on the GPU that leverages fixed-function linear texture interpolation hardware. By offloading curve evaluation to the texture interpolator, this approach can improve performance in compute-bound GPU workloads. The method can also be used naturally for Bézier surfaces and volumes and extends to advanced curve types such as B-splines, NURBS, and both integral and rational polynomials. We show how Seiler interpolation fits into this framework to improve efficiency. We also compare performance and accuracy against curves evaluated as polynomials in shader code.
翻译:本文提出一种基于纹理的GPU贝塞尔曲线求值技术,该技术利用固定功能的线性纹理插值硬件。通过将曲线求值任务卸载至纹理插值器,该方法能够提升计算密集型GPU工作负载的性能。该技术同样适用于贝塞尔曲面和体素,并可扩展至B样条、NURBS以及积分与有理多项式等高级曲线类型。我们展示了Seiler插值如何融入该框架以提升效率,同时对比了该方法与着色器代码中多项式求值方式在性能与精度上的差异。