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T-Splines: Breathing New Life into NURBS
Article by mattsederb  Toggle Article Information (Article Info)

T-Splines: Breathing New Life into NURBS

By Matthew Sederberg, T-Splines, LLC

The Debate: T-Splines v. NURBS v. SUBDS

I enjoy reading the forums at highend3d and other sites to see what the current buzz is about. I am particularly interested in discussions that debate the relative merits of NURBS and subds. From the standpoint of our company, we hope that these debates will eventually die down because T-Splines will predominate.


The T-Spline Mesh (left) accommodates any level of local detail (highlighted below) by using T-Junctions. A similar NURBS mesh is shown on the right for comparison. Courtesy Zygote Media Group.

T-Splines is breathing new life into NURBS, the decades-old modeling standard in CAD, industrial design, and animation. Using NURBS is viewed as a necessary evil by many of the modelers I have talked with: they need the precision NURBS gives, but dealing with tangencies between patches, seaming, and manipulating is a headache. T-Splines allows modelers to keep all the benefits of NURBS, but not worry about most of these problems. T-Splines allows modelers to create seamless models when they would have used multiple patches in NURBS. This is possible because of our patent-pending T-Junctions, which facilitate incredible amounts of detail in desired areas of the model, while keeping the rest of the model lightevery portion of the model only contains the number of control points necessary to maintain the shape in that area. So one way to view T-Splines is that they are the way NURBS ought to be.

However, there is much more to T-Splines than merely a set of nice tools for NURBS modelingthe advantages of T-Splines also extend to subds. Mathematically, T-Splines can do anything that subds can do, because a subd is a special case of a T-Spline just like a NURBS is a special case of a T-Spline. But T-Splines can do important things that subds cannot do, such as adding geometry without changing the surface.

Finally, T-Splines are compatible with both NURBS and subds. The importance of compatibility cannot be over emphasized. Companies and industries that heavily use NURBS or subds have a huge investment in software and models. Economics discourage such companies from adopting new ways of modeling that are incompatible with the prevailing methods.

For those reasons, T-Splines can make a legitimate claim to being the future of 3d modeling. T-Splines incorporates the best of NURBS and subds, and since its fully compatible with both, can fit easily into existing pipelines.

T-Splines Maya Plugin

click for larger version

The Maya community is the first with access to T-Splines, although T-Splines will soon be available for most major modeling packages (we are currently preparing a release for Rhino).

The T-Splines Maya Plugin Version 1 was designed to accommodate two basic workflows: using T-Splines to create a new model and converting existing models to T-Splines for simplification.


1. Using T-Splines when creating a new model

Hand modeled in T-Splines. Notice the local detail added by T-Junctions (left). Courtesy Eric Allen.

There are a number of ways to take advantage of T-Splines when creating a new model. Since the main advantage of T-Splines is in editing and detail work, many artists create the general shape of their model with polygons, then convert to T-Splines to add detail and make changes. It is also effective to begin modeling directly in T-Spline or NURBS primitives.


2. Using T-Splines to simplify and merge existing models

Complex seamless T-Spline skull, merged from the original NURBS. High detail only where needed.
Courtesy Zygote Media Group.

As 3d models become more and more realistic, every industry is demanding more high-detailed models. Achieving this level of detail in NURBS or polygons can result in heavy models that are unwieldy to edit and expensive to render. By converting existing NURBS and polygon models to T-Splines, you can subsequently cleanse the model of unneeded data and merge multiple-patch NURBS models into a single surface. This results in a T-Spline model that is easy to manipulate and edit, and accommodates areas of high detail while leaving less detailed areas of the surface uncluttered with control points.

Try the plugin free

You can download the free learning edition of the T-Splines Maya Plugin and try T-Splines today. Leverage our online tutorials, movies, and downloadable documentation to get up to speed quickly.


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Joojaa writes:
    (02/28/06) Post id 550


Well, t-splines have been around for years and they havent managed to kill nurbs yet. Why would this be the year! I mean t-splines bring nothing subs and or nurbs cant allready do.

Grantted theres some possible benefits of t-splines. But doing a sudiv workflow for t-splines is not enough you must be able to bring in ALL nurbs trimming/rounding tricks into the t-splines workflow, for them to replace both. Se do you offer the round tool of rurbs so it makes this round into one tespline surface? Till now there has not been theesekinds of t-spline packages, and quite frankly to kill of nyurbs you must have this toolset.

If not then your only going to have extra heavy versions of subds/ nurbs. Se nurbs arent dead, theres a wave of users whod wish them to be and seem to push that notion but they arent not by a mile. Just take a look on ANY eingeneering app. Now untill your tsplines can do all nurbs can in the toolset they will not kill nurbs off.

Now your allmost there but you need theese things, your concentrated on efforts to make them subdlike. Well we allready have subds! Make them leverage more of the nurbs toolset... if your going to get a edge there it is! Because you have no significant edge on subds.

Second problem is that the renderer nees to natively understand t-splines aswell.


Im still waiting for the killer app. Seen about 3 different t-spline solutions and quite frankly none of them were there yet. The advantages are there. No one has been around to utilize them yet!


You have some cool pointers but, you need to carter nurbs users more. Because subd users have only more complexity to gain!


TaliesnOSX writes:
    (02/28/06) Post id 552


While I am enthused by this news of T-Splines and their attempt to enter the 3D modelng marketplace , in order to make it's advantages crystaline in their clarity , I would've preferred to actually have had access to a streamed animation demo of T-Splines' via weblink ( ie: Luxology )
That said the concept of finally allowing surgical detailing without the headache of creating a separate detailed NURBS objs only to have to graft them as a separate entity onto the main host object , always mindful of all of the stitching/patching requirements , sounds to me like " The way NURBS oughta be".
T-splines may make their case at last and not a moment too soon because, man, I still remember my gut reaction to that first *3 hour,20 min* Gnomon DVD lecture , "Organic :Head Surfacing1&2"2002, using all NURBS. What a pain in de arse I saw myself looking to while hoping for something better to come along .

BTW: I've since noticed that Alex Alvarez has chosen to *revisit* this head contruction DVD lecture using Z-Brush for the localized surgical detailing.

*That's* your real competition and I'm suggsting that you best start making your comparisons with *that* product in mind. Mind you , if T-splines turns out to be what you say it is , then it truly would be an advantage to *not* have the distraction , however interactive , of having to export/import between 2 wholey separate modeling tools in order to achieve the level of surgical detailing that Sub-d's currently provides.

BTW: I couldn't help noticing at a recent Maya 7.0 Demo in the Wash.D.C. area where Maya was now promoting a more advanced version of brush-based surgical modeling. Apparently Z-Brush has made quite the impression.

Bottomline: If T-Splines in fact "breathes new life into NURBS" then praise be. The more one can have access to specified details without having to involve oneself with issues over " disrupting the whole matrix* of a NURBS object the more welcome.
BTW: And if T-Splines can deliver I imagine that you'll also be hearing from Gnomon's Alex Alvarez soon enough. ;-)


IAOY writes:
    (02/28/06) Post id 553


I have to agree with the above suggestions also, T-Splines offer a bit more flexibility, but by no means do they incorporate the full funtionality of Nurbs trims and Attach surface capabilities. I think a further emphasis on Nurbs + T-Splines needs to occur here.


    (02/28/06) Post id 554


Joojaa,
Thanks for your post. I remember your posts from back at the beginning of T-Splines. To respond to your observations...

T-Splines have been around for about six months. Granted, they were invented a few years back and presented academically at SIGGRAPH in 2003, but the first commercialization of T-Splines occurred last September. Sometimes people get us confused with H-Splines or other technologies. Read our FAQ to learn the differences: http://www.tsplines.com/resources/faq.html#90.

Regarding our current T-Spline offering, we have focused on organic NURBS modelers as the target market. We have introduced a few subd tools such as extrude to augment organic modeling but our focus has been aimed almost entirely at NURBS modelers. Regarding rendering, you have a point that most of our efforts have been on the actual modeling of T-Splines. We are developing an integrated rendering solution that will be available in our next point release (free to existing users).

Finally, regarding trimmed NURBS, we have a very exciting solution under development, which you can read more about at Architosh: http://www.architosh.com/news/2005-12/2005a1213_TL-afternurbs.html.


admin writes:
    (02/28/06) Post id 555


Thought this was useful. I myself thought this was h-splines at first look:

Hasn't this been around since the late 90's?

No, it was first published in Siggraph 2003. Perhaps youre thinking of Hierarchical Splines (HSubDs and HSplines), or perhaps Hashs Animation:Master Patches. Read below for the differences from those surface types.


Looks similar to HSubDs/HSplines.

The main difference between T-Splines and HSplines is really the differences between T-Junctions and a hierarchy. While a hierarchy can be desirable, it can also be a pain - depends on what you're modeling or animating. With T-Splines, we don't force a hierarchy on the user. Not that there's anything stopping us from making hierarchical T-Splines - we just don't think there's enough demand to justify the more complicated implementation.

With Hierarchical Splines and SubDs, there are UI issues of how to let the user change which level of the hierarchy they're currently editing, and the fact that moving the same CV changes the surface differently depending on the current level of the hierarchy. A hierarchy can also be slower to display and render, although there are ways around that. Finally, in most HSpline implementations, you can only split faces evenly into four smaller faces. With T-Splines, you can split a single edge and just get 1 new CV instead of 5, and you can split at whatever percentage you'd like. That also means that you can make surfaces with T-Splines that would be difficult to equally represent with HSplines. A good example of this is dynamic, terminating creases.


Looks similar to Hash's Animation:Master's Patches/Hooks.

The main differences between A:Ms surfaces and T-Spline surfaces are compatibility and continuity. Its possible to exactly convert back and forth between T-Splines, Nurbs, and SubDs (see above). Hash's patches on the other hand are a special purpose surface that is optimized for realtime editing and animation on low-end hardware. They arent compatible with B-Splines, meaning that an exact conversion to or from Nurbs or Catmull-Clark SubDs is impossible.

In terms of continuity, A:Ms hooks only maintain tangency, while T-Junctions maintain tangency and curvature. In other words, A:Ms surfaces are C1, while T-Splines are C2 everywhere.

You can also have T-Splines of higher degree, where the surface is be C(degree-1) everywhere, just like Nurbs.


    (03/30/06) Post id 628


I might add that we recently released a new update of the plugin, which now supports direct T-Splines rendering in Maya with mental ray and Maya hardware and software. We've also made available 15-day free trials of the full version for interested people to try out rendering for a limited time. Details on the tsplines.com front page.


Sirchots writes:
    (03/31/06) Post id 632


I've purchased the product. I haven't been able to utilize it with with Renderman Artist Tools. Does your product support Renderman ?


    (04/04/06) Post id 639


Sirchots,
We have completed development for Renderman support and it is awaiting our next point update (probably in about a month) to be released. If you would like to try it sooner, send me a personal email at matt AT tsplines.com and we'd be pleased to get you a build with Renderman support.


Anonymous writes:
    (06/03/06) Post id 823


did u use any refrences or just as that u created it :


Anonymous writes:
    (11/17/07) Post id 2575




richsuchy writes:
    (03/06/08) Post id 2879


I think that this would be an interesting step in adding detail to SUBD models without changing the resultant shape. So if you could seemlessly convert from subd to T spline then add detail then convert back to subd... you get the idea... If history was kept in the step I could make a script to essentially add an isoparm to a sub-d cage and menipulate its position after the fact.



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