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3 May 2024 06:35:02 EDT (-0400)
  NURBS (Message 11 to 20 of 55)  
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From: clipka
Subject: Re: NURBS
Date: 24 Jul 2016 10:08:27
Message: <5794cbdb$1@news.povray.org>
Am 24.07.2016 um 11:31 schrieb LanuHum:
> clipka <ano### [at] anonymousorg> wrote:
> 
>> @LanuHum:
>> Does Blender provide full support for NURBS? If so, then this looks like
>> an urgent job for you!
> 
> It is very good that made Le Forgeron!
> Le Forgeron, thank you!
> Hair in Blender - NURBS.

Are you sure Blender hair uses NURBS /patches/ (which is what LeForgeron
has implemented) and not NURBS /curves/?


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From: clipka
Subject: Re: NURBS
Date: 24 Jul 2016 11:10:48
Message: <5794da78$1@news.povray.org>
Am 24.07.2016 um 09:08 schrieb Le_Forgeron:

> So, do you want a "container" for multiple nurbs with additional "inside" property
so it can be used in further CSG operation ?
> (assuming such container would assert that the collection of nurbs defines one or
more closed surfaces with non-zero enclosed volume(s))

You got it :)

> Using the same approach as for mesh (inside_vector), it might be possible.
> I just anticipate a high cpu cost.

Can't be worse than using a simple union of individual patches.

> On the same line, while we are at it, such container could also handle bicubic_patch
the same way.
> 
> Any suggestion of name for that container ?

"nurbs_mesh"?


> Still any interest for nurbs.get_vertex() ? or can I forget it ?

Sounds like a useful idea.


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From: LanuHum
Subject: Re: NURBS
Date: 24 Jul 2016 11:50:00
Message: <web.5794e36d6d1ce2047a3e03fe0@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Am 24.07.2016 um 11:31 schrieb LanuHum:
> > clipka <ano### [at] anonymousorg> wrote:
> >
> >> @LanuHum:
> >> Does Blender provide full support for NURBS? If so, then this looks like
> >> an urgent job for you!
> >
> > It is very good that made Le Forgeron!
> > Le Forgeron, thank you!
> > Hair in Blender - NURBS.
>
> Are you sure Blender hair uses NURBS /patches/ (which is what LeForgeron
> has implemented) and not NURBS /curves/?

I realized this later, and wrote about it.
Blender has four primitive NURBS.
They can edit: transform vertices and extrude.
You can also create NURBS surfaces from NURBS curves using loft.
Create patches 4 x 4 - uncomfortable modeling.


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From: Bald Eagle
Subject: Re: NURBS
Date: 24 Jul 2016 12:15:01
Message: <web.5794e8606d1ce2045e7df57c0@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:

> > Any suggestion of name for that container ?
>
> "nurbs_mesh"?


If it's a closed 3d shape composed of NURBS mesh(es), then maybe "envelope" to
differentiate and disambiguate from a (simple) open mesh?


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From: clipka
Subject: Re: NURBS
Date: 24 Jul 2016 12:32:35
Message: <5794eda3$1@news.povray.org>
Am 24.07.2016 um 18:10 schrieb Bald Eagle:
> clipka <ano### [at] anonymousorg> wrote:
> 
>>> Any suggestion of name for that container ?
>>
>> "nurbs_mesh"?
> 
> If it's a closed 3d shape composed of NURBS mesh(es), then maybe "envelope" to
> differentiate and disambiguate from a (simple) open mesh?

Sounds far too vague and unrelated. Besides, I think it would be smart
to also support non-closed NURBS patch meshes, just like mesh also
supports non-closed triangle meshes.


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From: Le Forgeron
Subject: Re: NURBS
Date: 24 Jul 2016 13:19:10
Message: <5794f88e$1@news.povray.org>
Le 24/07/2016 18:32, clipka a écrit :
> Am 24.07.2016 um 18:10 schrieb Bald Eagle:
>> clipka <ano### [at] anonymousorg> wrote:
>>
>>>> Any suggestion of name for that container ?
>>>
>>> "nurbs_mesh"?
>>
>> If it's a closed 3d shape composed of NURBS mesh(es), then maybe "envelope" to
>> differentiate and disambiguate from a (simple) open mesh?
> 
> Sounds far too vague and unrelated. Besides, I think it would be smart
> to also support non-closed NURBS patch meshes, just like mesh also
> supports non-closed triangle meshes.
> 

"package", "bundle", "parcel", "lot", "bunch" ?????

On the same way as mesh supports flat triangle and smooth triangle, I do not see why
the "object" holding nurbs couldn't also hold other 2D finite primitives.
To the risk of getting another (bad & slow) kind of mesh (as a collection of
triangles).

nurbs, bicubic_patch... may be some other objects could also be added ?


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From: clipka
Subject: Re: NURBS
Date: 24 Jul 2016 13:48:18
Message: <5794ff62@news.povray.org>
Am 24.07.2016 um 19:19 schrieb Le_Forgeron:
> Le 24/07/2016 18:32, clipka a écrit :
>> Am 24.07.2016 um 18:10 schrieb Bald Eagle:
>>> clipka <ano### [at] anonymousorg> wrote:
>>>
>>>>> Any suggestion of name for that container ?
>>>>
>>>> "nurbs_mesh"?
>>>
>>> If it's a closed 3d shape composed of NURBS mesh(es), then maybe "envelope" to
>>> differentiate and disambiguate from a (simple) open mesh?
>>
>> Sounds far too vague and unrelated. Besides, I think it would be smart
>> to also support non-closed NURBS patch meshes, just like mesh also
>> supports non-closed triangle meshes.
>>
> 
> "package", "bundle", "parcel", "lot", "bunch" ?????
> 
> On the same way as mesh supports flat triangle and smooth triangle,
> I do not see why the "object" holding nurbs couldn't also hold other 2D finite
primitives.
> To the risk of getting another (bad & slow) kind of mesh (as a collection of
triangles).

I presume that the `nurbs_mesh` object's data structure and algorithms
would be optimized for nurbs patches, just like the `mesh` object's are
optimized for triangles.

Both triangle meshes and NURBS-based meshes have the property that any
one of them can be used to (approximately) represent arbitrary shapes.
It makes sense to support both, because each has its own unique
advantages and disadvantages, but any single object can be modelled
using just one of the two -- so it makes sense to design not just one
container to support both approaches, but to design different
containers, each optimized to support just one of them.

And even if the first implementation would be non-optimized and could
handle other 2D elements as well, it still makes sense to limit it to
NURBS patches, so that optimizations can easily be implemented in the
future.


As for having a generic container to combine surface-only primitives
into an object with a defined volume, I think that would be nice to have
as well, but that would be yet another thing (at least at the SDL level;
the NURBS-specific construct could initially be implemented by means of
such a more generic container, but as mentioned before, it would make
sense to provide a dedicated SDL syntax, so that future optimizations
are possible).


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From: StephenS
Subject: Re: NURBS
Date: 24 Jul 2016 13:48:30
Message: <5794ff6e$1@news.povray.org>
On 24/07/2016 1:19 PM, Le_Forgeron wrote:
> Le 24/07/2016 18:32, clipka a écrit :
>> Am 24.07.2016 um 18:10 schrieb Bald Eagle:
>>> clipka <ano### [at] anonymousorg> wrote:
>>>
>>>>> Any suggestion of name for that container ?
>>>>
>>>> "nurbs_mesh"?
>>>
>>> If it's a closed 3d shape composed of NURBS mesh(es), then maybe "envelope" to
>>> differentiate and disambiguate from a (simple) open mesh?
>>
>> Sounds far too vague and unrelated. Besides, I think it would be smart
>> to also support non-closed NURBS patch meshes, just like mesh also
>> supports non-closed triangle meshes.
>>
>
> "package", "bundle", "parcel", "lot", "bunch" ?????
group

> On the same way as mesh supports flat triangle and smooth triangle, I do not see why
the "object" holding nurbs couldn't also hold other 2D finite primitives.
> To the risk of getting another (bad & slow) kind of mesh (as a collection of
triangles).
>
> nurbs, bicubic_patch... may be some other objects could also be added ?
>
light_group{}
nurb_group{}, nurbs_group{}

Moray modeller used group to mean union{} only, so you can include 
lights and still transform them.

Stephen S


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From: clipka
Subject: Re: NURBS
Date: 24 Jul 2016 14:10:42
Message: <579504a2@news.povray.org>
Am 24.07.2016 um 19:47 schrieb StephenS:

> light_group{}
> nurb_group{}, nurbs_group{}

Just as a side note, NURBS is both singular and plural ;)
NURBS = Non-Uniform Rational B-Spline(s)

(B-Splines, in turn, is not to be confused with Bezier Splines.)


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From: Le Forgeron
Subject: Re: NURBS
Date: 24 Jul 2016 15:22:12
Message: <57951564@news.povray.org>
Le 24/07/2016 17:10, clipka a écrit :
> 
>> > Still any interest for nurbs.get_vertex() ? or can I forget it ?
> Sounds like a useful idea.
> 

Ok, done (with a different syntax, dot was not appropriate )

nurbs_vertex( NURBS_ID, U_Value, V_Value )
nurbs_normal( NURBS_ID, U_Value, V_Value )


I also removed some useless computations on the main core of nurbs, speed up a bit the
rendering.(less allocation, less computation)

----------------------------------------------------------------------------
Render Statistics
Image Resolution 1280 x 960
----------------------------------------------------------------------------
Pixels:          1305600   Samples:          789102   Smpls/Pxl: 0.60
Rays:            2094702   Saved:                 0   Max Level: 1/10
----------------------------------------------------------------------------
Ray->Shape Intersection          Tests       Succeeded  Percentage
----------------------------------------------------------------------------
Box                             336551           50706     15.07
Cone/Cylinder                  1918809          286999     14.96
Nurbs                          9422584         1377518     14.62
Sphere                         1045795          330840     31.64
Bounding Box                 119974750        36967270     30.81
----------------------------------------------------------------------------
Shadow Ray Tests:           2685134   Succeeded:                398144
Shadow Cache Hits:           395904
----------------------------------------------------------------------------
----------------------------------------------------------------------------
Render Time:
  Photon Time:      No photons
  Radiosity Time:   No radiosity
  Trace Time:       0 hours  0 minutes 38 seconds (38.230 seconds)
              using 12 thread(s) with 434.075 CPU-seconds total
POV-Ray finished


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