Qaiser, Sharjeel R.Sheng, YunSlingsby, Aidan2025-09-092025-09-092025978-3-03868-293-6https://doi.org/10.2312/cgvc.20251209https://diglib.eg.org/handle/10.2312/cgvc20251209This paper presents an efficient and practical approach to GPU-based real-time generation, simulation and rendering of approximated curved geometry. We focus on how this approach can be embedded into a resource-intensive application, such as a large-scale real-time strategy game, which requires a significantly large number of instances of these temporally persistent primitives, which we call ribbons. A key step in our technique is minimizing data transfer between the CPU and GPU, resulting in our usage of transient resources and employment of parallel data recycling methods, which map well to a SIMD architecture. Furthermore, we detail optimizations such as batching ribbon instances by material for rendering, grouping segments together for geometry construction and early culling of control points.Attribution 4.0 International LicenseCCS Concepts: Computing methodologies → Procedural animation; Applied computing → Computer games; Theory of computation → Design and analysis of algorithmsComputing methodologies → Procedural animationApplied computing → Computer gamesTheory of computation → Design and analysis of algorithmsEfficient GPU-Based Real-Time Rendering of Curved Geometry for Large-Scale Applications10.2312/cgvc.2025120910 pages