POV-Ray : Newsgroups : povray.binaries.images : Pythagorean Tiling - Jerome Grimbert / Le Forgeron Server Time: 19 Aug 2019 13:55:01 GMT
  Pythagorean Tiling - Jerome Grimbert / Le Forgeron (Message 1 to 3 of 3)  
From: Bald Eagle
Subject: Pythagorean Tiling - Jerome Grimbert / Le Forgeron
Date: 24 Jul 2019 02:30:01
Message: <web.5d37c1ae15c77d1d4eec112d0@news.povray.org>
M. Grimbert,

I was hoping to replicate one or more of your tiling patterns in SDL, and have
managed to get _very_ close, but after going through all of the parts of the
function, I simply cannot see where the error lies, and don't have any knowledge
of the tiling theory or algorithms to guide me to a logical solution.


If you have some time, could you kindly take a look at what I have so far, and
see where I've deviated from your implementation in source code?

static DBL tiling_square_double (const VECTOR EPoint), Line 1593, pattern.cpp

Could you please let me know more about the theory of constructing these tiling
patterns?


I do not have a way to contact you directly by email.

Thank you very much.

Bill Walker


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From: Bald Eagle
Subject: Re: Pythagorean Tiling - Jerome Grimbert / Le Forgeron
Date: 27 Jul 2019 01:20:01
Message: <web.5d3ba5fdd8688b354eec112d0@news.povray.org>
I made a lot of progress working out the kinks - not sure why they're there, and
I still don't have a firm enough grasp on the "big picture" of the pattern
algorithm to fix the small squares.
But at present, it's close enough for some purposes.

108 F in Paris this Wednesday.   Good grief.  :O


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From: Le Forgeron
Subject: Re: Pythagorean Tiling - Jerome Grimbert / Le Forgeron
Date: 27 Jul 2019 10:13:40
Message: <5d3c23d4$1@news.povray.org>
Le 27/07/2019 à 03:16, Bald Eagle a écrit :
> I made a lot of progress working out the kinks - not sure why they're there, and
> I still don't have a firm enough grasp on the "big picture" of the pattern
> algorithm to fix the small squares.
> But at present, it's close enough for some purposes.
> 
> 108 F in Paris this Wednesday.   Good grief.  :O
> 

The gradient of value in each tile is to allow, via a map, the size of
the seam that you want.
Same "speed" from the boundary for each tile (whatever its global size).
The map is split in N, when N is the number of different tiles.


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