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On Sun, 28 Nov 1999 17:53:10 -0800, Ken <tyl### [at] pacbell net> wrote:
re: DMorph
>http://ring.asahi-net.or.jp/archives/pack/win31/art/anime/
Thanks, Ken.
--
Alan - ako### [at] povray org - a k o n g <at> p o v r a y <dot> o r g
http://www.povray.org - Home of the Persistence of Vision Ray Tracer
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On Mon, 29 Nov 1999 07:28:23 +0200, Peter Popov <pet### [at] usa net>
wrote:
>I had succeffully done this with POV but lost the include a couple of
>weeks ago when my sources died. If there's interest I can try to redo
>it from scratch.
Thanks, Peter. No, don't trouble yourself as I just want to try DMorph
out again on things like photos of people, buildings, cars, and things
that I've downloaded, just for fun.
--
Alan - ako### [at] povray org - a k o n g <at> p o v r a y <dot> o r g
http://www.povray.org - Home of the Persistence of Vision Ray Tracer
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Ken <tyl### [at] pacbell net> wrote:
: It is part of the compressed mesh macro include file but is limited to
: triangle based object only i.e. it will not work on any of POV-Ray's
: standard primitives other than a triangle mesh that has been properly
: processed.
It works with bicubic patches too.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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Morphing should be theoretically possible with povray 3.1 (altough it may
be easier with uvpov).
The idea behind morphing is that you specify a (2D) triangle mesh in the
first image and an equivalent mesh (same number of triangles at same relative
locations) in the other image and them interpolate between the meshes. The
triangles have the UV-textures defined by the images and these textures are
interpolated too.
It shouldn't be difficult to set up a tool (include file?) for doing this
with povray. It's like the triangle mesh morphing plus uv-mapping with
the textures interpolated.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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Ken wrote:
>
>
> Chris usualy is the key where such things as these are concerned :)
>
> It is part of the compressed mesh macro include file but is limited to
> triangle based object only i.e. it will not work on any of POV-Ray's
> standard primitives other than a triangle mesh that has been properly
> processed.
>
Well, for standard primitives I'm afraid even Chris isn't the key.
Margus
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> Hi !
> Okay, antoher question for special-effects: Are there any Morphing-tools
> available ?
It will be interesting to 1) see one and 2) actually try to use
it. A 3D association of points as to which points morph into
which? 2D is "interesting" enough with graphic assistance.
But if you just want to show off, topologists have
transformations mapped.
--
http://www.giwersworld.org/artiii/
Oh my God! They've rendered Kenny!
How to profit from the end of civilization as know it available
here soon.
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Margus Ramst wrote:
> Well, for standard primitives I'm afraid even Chris isn't the key.
The old morphing a cube into a sphere trick.
--
http://www.giwersworld.org/artiii/
Oh my God! They've rendered Kenny!
How to profit from the end of civilization as know it available
here soon.
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On 29 Nov 1999 11:52:23 -0500, Nieminen Juha
<war### [at] punarastas cs tut fi> wrote:
> Morphing should be theoretically possible with povray 3.1 (altough it may
>be easier with uvpov).
> The idea behind morphing is that you specify a (2D) triangle mesh in the
>first image and an equivalent mesh (same number of triangles at same relative
>locations) in the other image and them interpolate between the meshes. The
>triangles have the UV-textures defined by the images and these textures are
>interpolated too.
> It shouldn't be difficult to set up a tool (include file?) for doing this
>with povray. It's like the triangle mesh morphing plus uv-mapping with
>the textures interpolated.
That's exactly what I had done (thanks to the UV mapping macro) but
it's all gone now. Anyway, I abandoned the problem because I ran into
a great problem with adaptive mesh subdivision (more precisely, POV's
arrays being static). Without it, great deformations were a pain,
especially near the image edges, and parsing was slow enough with a
20000 triangles mesh, so I gave up on non-adaptive subdivision. It
doesn't matter anymore either way.
Peter Popov
pet### [at] usa net
ICQ: 15002700
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To morph primitives you can use isosurfaces with something like this :
P = P1*(1-clock) + clock*P2
where P1 and P2 are the respective equations of the start and end
shapes.
Just an idea, but it worked to make and column having a round base
morphing smoothly to a square top (with y instead of clock).
Of course this does not solve the problem of morphing CSG compounds or
meshes.
G.
Matt Giwer wrote:
> Margus Ramst wrote:
>
> > Well, for standard primitives I'm afraid even Chris isn't the key.
>
> The old morphing a cube into a sphere trick.
>
> --
> http://www.giwersworld.org/artiii/
>
> Oh my God! They've rendered Kenny!
>
> How to profit from the end of civilization as know it available
> here soon.
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Morphing meshes is relatively easy (I stress _relatively_ here),
especially if the number of vertices is the same / similar.
Margus
Gilles Tran wrote:
>
> Of course this does not solve the problem of morphing CSG compounds or
> meshes.
>
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