Alexander Enzmann wrote:
>
> The tesselation/iteration process can be very accurate and reasonably
> fast. Bezier surfaces have a really nice property that the surface is
> completely contained within the convex hull of their control points.
> By using the bounding box of the ctl points (yes - it's bigger than
> the convex hull) and looking for intersections, you can feed those to
> the N-R iterator. Keep the u/v bounds of the subpatch within the box
> so you can ensure the iterator doesn't go too far. A couple of
> subdivisions of the patch are usually enough to ferret out any folds
> or bubbles in the surface - leading to a way easier solution.
I wrote a macro to generate the triangles for a bicubic bezier, so that
I could use Bezier patches inside of meshes. The Ant people in one of
my IRTC entries were constructed from meshes done this way.
Regards,
John
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ICQ: 46085459
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