I have to honest.. this caught my eye and I checked your code out, you have done your homework!
You should try doing the NURBS in a OpenGL vertex shader. Twenty-plus years ago I did a presentation at WWDC for Apple using a vertex shader for NURBS and Bézier curves. It was nerve racking because I was no expert on NURBS, I was just dreading for some smart NURB programmer to start asking questions. But I lucked out… most of them just stood there dumbfounded that you could do all of this on a GPU.
I am glad you were not in the audience, but it looks like some great work!
Thank you, that really means a lot! I really enjoyed your WWDC story . That’s exactly the feeling I get before every presentation.
I’m glad you took the time to check out the project. I’ve actually started experimenting with OpenGL for NURBS, starting with curves and aiming to extend it to 2D and 3D. If I can find a working example on my system, I’ll be happy to share it. Interactive OpenGL visualization is definitely on my roadmap. I’m not an expert in OpenGL and still have a lot to learn, so I’d really appreciate any suggestions, advice or even contributions.
In the meantime, I’m also working on improving the code. For example, in GitHub - gha3mi/forcad at benchmark-bspline, I’m refining the implementation of the B-spline basis function in ForCAD.