Realtime (GPU-based) Nurbs Tessellation

 From:  Michael Gibson
4405.2 In reply to 4405.1 
Hi vodkamartini - it looks interesting, but there does not seem to be any specific information available. Some details would be good to know like does it require particular high end GPUs, and how does it deal with shared edges on trimmed surfaces, are they meshed in a watertight way or are there potentially cracks between each surface where they come to a common trim edge?

There are several kinds of processes that say they do trimmed NURBS but don't really do a full fledged "watertight" mesh production... Not sure if this is like that or not.

- Michael