Hardware-Accelerated NURBS Surface Tessellation via WebGPU Compute Shaders
Evaluating non-uniform rational B-spline control meshes dynamically on client GPUs to render smooth curvature without pre-baked static meshes.
Converting complex CAD surfaces into static triangle meshes on servers increases file transfer sizes dramatically. Offloading mathematical NURBS surface evaluation directly to WebGPU compute shaders allows streaming lightweight mathematical control points and generating adaptive meshes on demand.
1. B-Spline Basis Function Evaluation in WGSL
Evaluating Cox-de Boor recursive basis functions inside WebGPU compute workgroups computes precise surface point positions and tangent vectors across 2D parametric $(u,v)$ domains in parallel.
2. Screen-Space Adaptive Tessellation Factors
Dynamic compute passes evaluate camera proximity and local surface curvature, automatically subdividing high-curvature or near-field patch regions into denser vertex grids while keeping flat areas lightweight.
3. Direct GPU Mesh Buffer Allocation & Drawing
Writing evaluated vertex coordinates, normals, and index buffers directly into GPU storage buffers enables immediate rendering via `drawIndirect()` without transferring geometry back to JavaScript RAM.