Ok, about the title for today's post. If you refer back to a post I did a couple of months ago about my approach for trimmed NURBS surfaces, one of the key steps was triangulating the projected trim curves. This step is the only step that is on the CPU and is not the easiest to implement (I was going to move to using Shewchuck's triangle.c code). Anyways...
So I was pulling together biblio sources for a paper I am beginning to write, and one of my sources listed another source I wasn't familiar with. I followed the rabbit a bit and it turns out that there is a method for rendering convex polygons from their ordered boundary points in linear time. All using the stencil buffer. No more triangulation needed! And now the entire trimmed surface generation algorithm will be GPU-based!!!!! Whoot!
I am in the middle of implementing this approach. Nothing checked in yet, but it should be up and running by the end of the week. I will keep you posted and try to upload some screenshots for eye-candy. It won't look crazy different, but it will be running much faster and be on a nice and clean theoretical basis.