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11 Aug 2024 15:14:29 EDT (-0400)
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From: Mike
Subject: Re: NURBS in PovRay?
Date: 31 Aug 1999 16:44:59
Message: <37CC3CD5.298763DC@aol.com>
> Anyway - what IS a "Rational B-Spline"? Will it debate the pros and
> cons of various techniques to model a specific item, or is in fact not
> able to converse rationally?

I think it has something to do with weights.  Each point has a weight that
controls the shape of the spline.  If the weights of all the points is
increased the line will not change.*

-Mike

*Disclaimer - some or all of this may very well be completely wrong.


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From: Mark Wagner
Subject: Re: NURBS in PovRay?
Date: 1 Sep 1999 00:45:00
Message: <37ccaf4c@news.povray.org>
Cliff Bowman wrote in message <37cac361.90304208@news.povray.org>...
>On Fri, 27 Aug 1999 18:31:47 -0400, Charles <cfu### [at] enternet> wrote:
>
>>Cliff Bowman wrote:
>>> Would "Non-Uniform Rational B-Spline Thingys" have been much of an
>>> improvement?
>Anyway - what IS a "Rational B-Spline"? Will it debate the pros and
>cons of various techniques to model a specific item, or is in fact not
>able to converse rationally?


Personally, I prefer my B-Splines to be irrational.

Mark


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From: m1j
Subject: Re: NURBS in PovRay?
Date: 7 Jan 2004 11:30:02
Message: <web.3ffc330de3854bcb4e1f4eb10@news.povray.org>
Nieminen Juha wrote:
>  What are the advantages of NURBS (or should I say NURBSes?) over bicubic
>pathces?
>
>--
>main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
>):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
>

I am not sure where this should be posted because this thread has taken a
number of turns.

NURBS have an advantage of being used in a number of good programs.
(Rhino3D)

If NURBS are to be added to POVRay I thank thay should be rendered directly
like the other primitives. Bicubic patches seem odd in that they are not
rendered directly.  They have a problem of showing gapes and holes because
of this. POVRay is strong because it uses objects based on math. NURBS can
be rendered directly and would produce very detailed results.


I am not sure how this will be taken but some objects like NURBS could be
external objects included like images and rendered. This could also be used
with other formats like 3DS and LWO.

#declareEXTOBJ MYLWO =  "My object.lwo";

#MYLWO{translate x*10}

For NURBS this could be done useing the openNURBS provided by Rhino3D

Sub-Parts could be accessed like properties in object oriented programming
or like the color components of a pigment used in a function.

#MY3DM.wheel.texture = MY_POV_TEXTURE;

Not sure how that would work but the idea should be simple.

As for which is better between SubDivision and NURBS I really think they
each have their uses. Sometimes it is hard to model with subdivision
somthing that NURBS does easy. It goes the other way also.

Am I way out for POVRay here?


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From: ingo
Subject: Re: NURBS in PovRay?
Date: 7 Jan 2004 12:21:53
Message: <Xns9469BAD0D530Bseed7@netplex.aussie.org>
in news:web.3ffc330de3854bcb4e1f4eb10@news.povray.org m1j wrote:

> Am I way out for POVRay here?
> 

Kind off ..... you replied to a post that is some 3,5 years old :)


Ingo


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From: Tom Melly
Subject: Re: NURBS in PovRay?
Date: 7 Jan 2004 12:32:16
Message: <3ffc42a0@news.povray.org>
"ingo" <ing### [at] tagpovrayorg> wrote in message
news:Xns### [at] netplexaussieorg...

>
> Kind off ..... you replied to a post that is some 3,5 years old :)

Heh - that "Nieminen Juha wrote:" threw me for a minute....


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From: Alan Kong
Subject: Re: NURBS in PovRay?
Date: 8 Jan 2004 10:01:07
Message: <82sqvvo741179sa3fpuveb1a8abos433b4@4ax.com>
On 7 Jan 2004 12:21:53 -0500 ingo wrote:

>Kind off ..... you replied to a post that is some 3,5 years old :)

  Wow, I retrieved Warp's original (referenced) post and the thread
moved to the top of my displayed messages in this group ;)

-- 
Alan
ako### [at] povrayorg
a k o n g <at> p o v r a y <dot> o r g


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