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> My problem is that a cubic bezier triangle can't be connected smoothly
> to cubic bezier patches - what I'd need is a similar conversion
> algorithm for something like Zheng-Ball patches (J.J. Zheng, A.A. Ball.
It was my own inability to find a way to stitch the patches smoothly
togeher that led me to developing a hybrid suface subdivision scheme.
This makes POV-Ray parsing a lot slower, though.
Charles Loop has been working on S-patches, which can have any number
of sides and can be as smooth as the modeler needs. The problem with
them is that they require a s***load of control points.
Regards,
John
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