POV-Ray : Newsgroups : povray.general : Tessellating a union of spheres : Re: Tessellating a union of spheres Server Time
31 Jul 2024 18:23:58 EDT (-0400)
  Re: Tessellating a union of spheres  
From: Alain
Date: 14 Oct 2006 10:48:33
Message: <4530f8c1$1@news.povray.org>
Jellby nous apporta ses lumieres en ce 12/10/2006 14:10:
> Hi all,

> I have a problem which is not really related to POV-Ray but I guess someone
> here can help me.

> I have to tesselate a union of spheres. I can create a polyhedron (pentakis
> icosahedron, for instance) and then recursively subdivide each triangular
> face, and that for each sphere. This is good enough for my needs. My
> problem now is how to deal with with the intersections between the spheres.

> I can just remove the points (vertices) that are inside some other sphere,
> and that is also good enough. But I don't know how to deal with the seams,
> since I would also like to have triangular faces there (of which I'd like
> to calculate the area and normal as well). It's not important that the
> triangles in the seam actually follow the spherical surface, they can just
> "bridge" the "valley" between the spheres, so I don't need additional
> vertices, all I need is to create the triangles joining the different
> spheres.

> Does anyone have a pointer to some algorithm or description on how to do
> this? Or maybe some other suggestion?

> Thanks in advance.

Are your objects opaque? If so, you don't have to remove anything, the 
intersecting parts will get hiden inside the other object.

If they are transparent, you can use a merge of the different shapes. That way, 
if your meshes have a clearly deffined inside(inside vector), it's possible to 
remove the parts that are inside the other object.

-- 
Alain
-------------------------------------------------
At the feast of ego everyone leaves hungry.
	Bentley's House of Coffee and Tea, Tucson, AZ


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