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>
> I once tried to implement a "supersampling" algorithm to the tesselation
> process: If the normal vectors at the intersection points are too far apart,
> then the tetrahedron is subdvided into 4 smaller tetrahedrons (by taking one
> extra point at the middle of the original tetrahedron). This recursive
> subdivision is done up to a certain number of times.
>
> In theory this would have created more triangles where the surface has more
> curvature and less triangles where there's less curvature.
> The result was, however, very discouraging: Yes, more triangles where
> created in more curved places, but instead of getting rid of the sawed look,
> it just made it more dense. That is, it didn't smooth out the edge but instead
> made just a denser saw-tooth shape.
> It *might* of course be, that I made some mistake, but I didn't find any
> when I looked at it... Who knows.
I think curvature dependant tessellation is usually implemented with other
algorithms that successively build the surface from a starting point.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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