The above implementation strategy permits real-time simulation of the general D-NURBS model on midrange graphics workstations. Lengthy curves can be simulated at interactive rates, as can quadratic and cubic surfaces on the order of control points. It is possible to make simplifications that further reduce the computational expense of (29) and (31), making it practical to work with larger D-NURBS surfaces.
First, it is seldom necessary to simulate the fully general D-NURBS model throughout an entire sculpting session. Once we freeze the values of the weights , all of the matrices in (17) and (22) are constant and their entries need no longer be recomputed at each time step. With this restricted rational generalization of the B-splines, interactive rates are readily obtained for much larger surfaces with up to an order of magnitude more degrees of freedom. Note that D-NURBS reduce to dynamic B-splines if all components of the frozen vector are, in addition, equal to 1.
Second, a full implementation of (17) is appropriate if the models must respond with realistic dynamics. However, in certain CAGD and surface-fitting applications where the modeler is interested only in the final equilibrium configuration of the model, it makes sense to simplify (17) by setting the mass density function to zero, so that the inertial terms vanish. This economizes on storage and makes the algorithm more efficient. With zero mass density, (17) reduces to
while (22) reduces to
Discretizing the derivatives of and in (32) and (33) with backward differences, we obtain the integration formulas
and
respectively.