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"Bald Eagle" <cre### [at] netscapenet> wrote:
> clipka <ano### [at] anonymousorg> wrote:
>
> > ... and the reason you're having trouble with this use case is pretty
> > much the same reason why that suggested feature would be darn difficult
> > to implement as well.
>
> Right.
> A first step towards a solution would essentially accomplish an efficient
> meshification of the object - which may be what Sven might want to play with.
>
> Then you'd translate the points along the normal vector to expand/shrink the
> object as a 3D offset-curve.
>
> NOT trivial.
Hi, this is my first post to this group. You did wonderful job ;)
To the point. Yes, I've attempted to do that, called it "thick wall style". It
was part of a project of visualization of uncertainty, namely structure of
cardiac veins (yes, POVRay may be used as a scientific tool ;) or just interval
data.
It is really hard to do that without artifacts.
Ref:
http://ieeexplore.ieee.org/document/7973435/ DOI:10.23919/MIPRO.2017.7973435
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> clipka <ano### [at] anonymousorg> wrote:
>
> > ... and the reason you're having trouble with this use case is pretty
> > much the same reason why that suggested feature would be darn difficult
> > to implement as well.
>
> Right.
> A first step towards a solution would essentially accomplish an efficient
> meshification of the object - which may be what Sven might want to play with.
>
> Then you'd translate the points along the normal vector to expand/shrink the
> object as a 3D offset-curve.
>
> NOT trivial.
If you can make an isosurface out of it, then it's possible to make an 'offset
surface' general solution, which can be combined with CSG to create the skin.
Caveat: it might be slow to render, especially if you're using several 'power'
functions for smooth transitions.
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"MessyBlob" <nomail@nomail> wrote:
> If you can make an isosurface out of it, then it's possible to make an 'offset
> surface' general solution, which can be combined with CSG to create the skin.
> Caveat: it might be slow to render, especially if you're using several 'power'
> functions for smooth transitions.
In order to have a "general" solution - you'd have to process what to do with
the offset result of convex regions.
And I can assure you that's not trivial.
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