What are the primary technical bottlenecks when converting generative design mesh outputs into editable B-Rep geometry?
Generative algorithms heavily rely on volumetric representations, such as level sets, voxels, or polygonal meshes, to calculate optimal material distribution. These formats are fundamentally incompatible with the exact parametric curves (like NURBS) required for traditional, watertight Boundary Representation (B-Rep) solid modeling. To edit these outputs in standard CAD, engineers traditionally face tedious manual reverse-engineering, though advanced automated workflows are emerging to parameterize organic mesh regions into editable T-NURCC surfaces.