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Can anyone direct me towards an algorythm for calculating a mesh from a
blob?
-s
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Skelter <ske### [at] nospamfull-mooncom> wrote in message
news:37827a35@news.povray.org...
> Can anyone direct me towards an algorythm for calculating a mesh from a
> blob?
In povray? Impossible.
In general? Use marching cubes.
I can direct you to a nice site about marching cubes if you want to. You
won't need it
if your not a programmer anyway and I'm too tired to find it now...
/Anders
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I am a programmer. Marching cubes. That should get me started.
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Skelter <ske### [at] nospamfull-mooncom> wrote in message
news:37974fcf@news.povray.org...
> I am a programmer. Marching cubes. That should get me started.
check out http://www.mhri.edu.au/~pdb/modelling/polygonise/
gr8 page 'bout marching cubes.
/Anders
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Look for papers on marching triangles as well. I hear it's faster and
more accurate than marching cubes.
-Mike
Skelter wrote:
> I am a programmer. Marching cubes. That should get me started.
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Mike wrote in message <379### [at] aolcom>...
>Look for papers on marching triangles as well. I hear it's faster and
>more accurate than marching cubes.
>
And, as mentioned in the isosurface-to-mesh thread, it isn't patented.
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Mike <Ama### [at] aolcom> wrote in message news:379### [at] aolcom...
> Look for papers on marching triangles as well. I hear it's faster and
> more accurate than marching cubes.
>
> -Mike
You can find almost anything on Paul Bourke's pages :)
here is his page about "marching triangles", as you call it:
http://www.mhri.edu.au/~pdb/modelling/polytetra/
/Anders
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On Fri, 23 Jul 1999 06:51:53 +0200, "Anders Haglund"
<and### [at] hotmailcom> wrote:
>
>Mike <Ama### [at] aolcom> wrote in message news:379### [at] aolcom...
>> Look for papers on marching triangles as well. I hear it's faster and
>> more accurate than marching cubes.
>>
>> -Mike
>
>You can find almost anything on Paul Bourke's pages :)
>here is his page about "marching triangles", as you call it:
>http://www.mhri.edu.au/~pdb/modelling/polytetra/
>
>/Anders
>
>
The algorithm Bourke describes on this page is simply a tetrahedral
variant on Marching Cubes. Marching Triangles is a very different
thing. In particular, it is surface based, involves evaluating
Delaunay triangulation surface constraints, and doesn't constrain
vertices to a regular mesh. For Marching Triangles info from the
source, go to http://www.ee.surrey.ac.uk/Research/VSSP/3DVision.html.
Jerry Anning
clem "at" dhol "dot" com
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That link should be:
http://www.ee.surrey.ac.uk/Research/VSSP/3DVision/mt.html
--
Ken Tyler
mailto://tylereng@pacbell.net
http://home.pacbell.net/tylereng/links.htm
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Well, aside from marching cubes, how about this for an algorithm - the
whole idea of polygonising a surface anyway is to fool the eye into
thinking it's smooth whilst speeding rendering speed. So why not set a
certain threshold of the exterior angles, ie. For slight curves, use few
triangles/polygons/whatever, for steep curves, use loadsa
triangles/you-name it..... This means less memory is used.
Anyway, just an idea....... any thoughts / suggestions on how to
implement??????
Skelter wrote:
> Can anyone direct me towards an algorythm for calculating a mesh from a
> blob?
>
> -s
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