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[GDS|Entropy] <gdsHYentropyAThotmailDTcom> wrote:
> 2) Adaptively convert to mesh object (triangle or quadrangle or whatever
> gives the best results at the best time based on geometry)
Tesselation is a hard problem. Blobs are relatively easy to tesselate
(because they are finite and don't contain hard edges), but the tesselation
algorithm itself is non-trivial. The so-called marching triangles algorithm
is probably the best one, so you might search for that (but, as said, be
aware that it's a complicated algorithm). In your case the algorithm will
have to be implemented in POV-Ray SDL.
You can use the inside() function to determine if a point is inside or
outside an object (eg. your blob) and the trace() function to find the
surface. These can probably be used in the tesselation algorithm.
--
- Warp
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