POV-Ray : Newsgroups : povray.unofficial.patches : Tessellation : Re: Tessellation Server Time
8 Jul 2024 16:17:10 EDT (-0400)
  Re: Tessellation  
From: Warp
Date: 10 Oct 2001 10:36:33
Message: <3bc45cf1@news.povray.org>
Christoph Hormann <chr### [at] gmxde> wrote:
: - it will require a lot more memory than the original povray scene.  Since
: the tessellation patch uses simple tetrahedron marching and does not vary
: the accuracy of tessellation according to distance from viewpoint or
: curvature of surface, this will be quite problematic.

  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.

-- 
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}//                     - Warp -


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