> All that would be needed is a nurbs tesselater into the pipeline, i haven't looked
at
> the povray code but wouldn't this be how the bicubic patches are handled or is it
> directly rendering the bicubic surface (not tesselating it).
There is a bicubic type 2 option in the superpatch that pseudo-direct renders. It's
faster than the other methods and uses just a little more memory than type 0. My
understanding is that NURBS can be reduced to bicubic b-spline patches by inserting
knots to make them uniform. I looked into doing this myself but the liturature I've
seen on nurbses is way too complex. Perhaps the problem is trivial if one has the
right resources.
-Mike
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