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From: Micha Riser
Subject: Re: I really really want n-sided bezier patches...
Date: 23 Aug 2002 12:45:54
Message: <3d6666c2@news.povray.org>
Rune wrote:

> 
>> The program works as expected.
> 
> Now it does. :)

It does no more :(

> 
>> To solve your problem one probably has to add support
>> for arbitrary edge points in uv-space for the triangle.
> 
> The uneven distribution and the UV mapping are two completely different
> issues. The UV mapping never was a problem, and as I said earlier, I do
> indeed intent to add support for custom UV vectors for the UV mapping.
> The uneven distribution was the actual problem, but I found the solution
> for that (changing the epsilon) so now there's no problem at all...

As the distribution exactly uses the uv-points which I it is the same 
problem. In regards to the formula u,v,w are exactly symmetric (as long as 
you do not chang epislon1). 
lain simple regulare space.

> 
> There is a white space in the messages I send. If it's not there when
> they arrive, then Outlook Express must somehow remove them. :(
> 
evil program

- Micha

-- 
http://objects.povworld.org - the POV-Ray Objects Collection


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From: Micha Riser
Subject: Re: I really really want n-sided bezier patches...
Date: 23 Aug 2002 12:46:50
Message: <3d6666fa@news.povray.org>
Rune wrote:

> A few more comments...
> 
> I did a new comparing of the patch with and without the normalisation
> property, and there is indeed a quite visible difference, so I think
> it's a good thing it was implemented, even though it slows down the
> calculations.

it just doubled the formula's length..

> 
> And about optimisation - the fact that your recursive version passes the
> points along doesn't mean that they are only calculated once. They are
> calculated twize, because each edge is shared by two triangles, and when
> you divide an edge in two, you do it for both triangles.

That's true indeed.

-- 
http://objects.povworld.org - the POV-Ray Objects Collection


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From: Rune
Subject: Re: I really really want n-sided bezier patches...
Date: 23 Aug 2002 14:41:01
Message: <3d6681bd@news.povray.org>
Micha Riser wrote:
>> As I assumed, it was something with how the w
>> value was calculated. Apparently, if 1-2*u*v is
>> smaller than 1.0, then no division should happen
>> at all (or a division by 1). I found out by
>> coincidence more or less, so don't ask me why...
>
> NOO! What you get is no longer a bezier patch!
> You lose the C-1 continuity at the borders!

Argh, sighhhh.

That's what I get from changing variables at random...

Maybe there's still hope. With only a 200% increase in parse time we
could calculate each point three times, each with a different edge being
the w edge. Then average those three points.

What? What's wrong with that??

...

Rune
--
3D images and anims, include files, tutorials and more:
rune|vision:  http://runevision.com (updated July 12)
POV-Ray Ring: http://webring.povray.co.uk


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From: Micha Riser
Subject: Re: I really really want n-sided bezier patches...
Date: 23 Aug 2002 18:32:26
Message: <3d66b7fa@news.povray.org>
Rune wrote:

> Maybe there's still hope. With only a 200% increase in parse time we
> could calculate each point three times, each with a different edge being
> the w edge. Then average those three points.
> 
> What? What's wrong with that??
> 
> ...

Try it, I could not bring this idea working. I do not really understand 
what causes the different sizes of the triangles. 

-- 
http://objects.povworld.org - the POV-Ray Objects Collection


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From: Rune
Subject: Re: I really really want n-sided bezier patches...
Date: 24 Aug 2002 12:03:29
Message: <3d67ae51$1@news.povray.org>
Micha Riser wrote:
> Rune wrote:
>> Maybe there's still hope. With only a 200% increase
>> in parse time we could calculate each point three
>> times, each with a different edge being the w edge.
>> Then average those three points.
>>
>> What? What's wrong with that??
>>
>> ...
>
> Try it, I could not bring this idea working. I do
> not really understand what causes the different
> sizes of the triangles.

I think I have a solution, and this time it might even work correctly...
;)

I did some #debug work and I found out that the w value is indeed
"skewed" and that changing the epsilon1 value to 1.0 makes it
"straight".

However, when u, v and w are all straight, the patch does not join up
smoothly with other patches. Making any one of the u, v or w value
skewed makes it smooth again, and it doesn't matter which of them it is.

So instead of having one of them completely skewed, I tried making all
of them 1/3 skewed and 2/3 straight. It seems to work. The patch seems
to be smooth, and the triangles are distributed evenly. Also, there is
practically no slow-down, as the averaging part is done to the u, v and
w values before the actual points are calculated.

I'll post the code when it's cleaned up.

Rune
--
3D images and anims, include files, tutorials and more:
rune|vision:  http://runevision.com (updated July 12)
POV-Ray Ring: http://webring.povray.co.uk


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From: Micha Riser
Subject: Re: I really really want n-sided bezier patches...
Date: 26 Aug 2002 15:13:56
Message: <3d6a7df3@news.povray.org>
> 
> I think I have a solution, and this time it might even work correctly...
> ;)
> 

OK, sound good. I will have a look at it when I get some time. I will try 
the 5-sided (and eventually the 6-sided) then too.

- Micha

-- 
http://objects.povworld.org - the POV-Ray Objects Collection


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From: Rune
Subject: Re: I really really want n-sided bezier patches...
Date: 26 Aug 2002 17:16:43
Message: <3d6a9abb$1@news.povray.org>
Micha Riser wrote:
> OK, sound good. I will have a look at it when I get
> some time. I will try the 5-sided (and eventually
> the 6-sided) then too.

Sounds good! :)

Rune
--
3D images and anims, include files, tutorials and more:
rune|vision:  http://runevision.com (updated July 12)
POV-Ray Ring: http://webring.povray.co.uk


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From: ingo
Subject: Re: I really really want n-sided bezier patches...
Date: 27 Aug 2002 15:01:07
Message: <Xns9277D68261F9Cseed7@povray.org>
in news:3d6571f8$1@news.povray.org Rune wrote:

> Actually, uv-mapping should be easy to make, as the whole patch seems to
> be based on uv coordinates in the first place.

More or less falling in the middle of a thread, just back from the UK 
Gathering. Just before I left, I plugged Micha's equations into param.inc, 
it produces mesh2 and does uv-mapping, not sure though if the mapping is 
as you want it.

Ingo


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From: Rune
Subject: Re: I really really want n-sided bezier patches...
Date: 27 Aug 2002 15:29:54
Message: <3d6bd332$1@news.povray.org>
ingo wrote:
> More or less falling in the middle of a thread,
> just back from the UK Gathering. Just before I
> left, I plugged Micha's equations into param.inc,
> it produces mesh2 and does uv-mapping, not sure
> though if the mapping is as you want it.

I'd like to have a look. I already made the code generate a mesh2 and
for the mapping I plan to work on some non-linear mapping, but to see
alternative solutions can never hurt. There might be some things that
could be optimized or something like that. :)

Rune
--
3D images and anims, include files, tutorials and more:
rune|vision:  http://runevision.com (updated July 12)
POV-Ray Ring: http://webring.povray.co.uk


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From: ingo
Subject: Re: I really really want n-sided bezier patches...
Date: 27 Aug 2002 16:31:05
Message: <Xns9277E5C5499C9seed7@povray.org>
in news:3d6bd332$1@news.povray.org Rune wrote:

> I'd like to have a look.

Posted the scene as a follow-up to Micha's first post in p.t.s-f

Newsgroups: povray.text.scene-files
Subject: Re: 3-sided bezier
From: ingo <ing### [at] homenl>
Message-ID: <Xns### [at] povrayorg>
Date: 27 Aug 2002 16:28:33 -0400
Xref: news.povray.org povray.text.scene-files:3199

Ingo


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