|
![](/i/fill.gif) |
In article <38b00462@news.povray.org>, Nieminen Juha
<war### [at] sarakerttunen cs tut fi> wrote:
> You make it sound easy, but I think it isn't. How do you tesselate a
> f(x,y,z) function?
I think there is an algorithm called "marching cubes" which might be
sufficient. I believe it is commonly used in metaball
modellers/renderers which don't do render directly like POV does.
I don't actually know anything about this "marching cubes" algorithm,
but the name alone gives me some ideas...I don't think it would be an
easy feature to implement in POV though. Maybe in 4.0...
--
Chris Huff
e-mail: chr### [at] yahoo com
Web page: http://chrishuff.dhs.org/
Post a reply to this message
|
![](/i/fill.gif) |