POV-Ray : Newsgroups : povray.unofficial.patches : Tesselation process Server Time
6 Aug 2024 23:27:03 EDT (-0400)
  Tesselation process (Message 16 to 25 of 35)  
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From: Jérôme Grimbert
Subject: Re: Tesselation process
Date: 19 Feb 2002 07:43:57
Message: <3C7248A9.A515605B@atosorigin.com>
"Rick [Kitty5]" wrote:
> have you considered assigning standard pov objects (eg sphere) a pre defined
> mesh, marching for all non regular objects (such as blobs) then deal with
> csg

Sorry to sound offensive but:
<Irony on>
 Please do the same for UV-Mapping first, 
then I will slaveshly copy your solution to perform tesselation.
Afterall, UV mapping is present in megapov since so much time...
<Irony off>
Just think about both problem, they are very similar.

To reassure you, I should post soon a tesselation of a sphere in p.b.i.
(Low resolution of tessel, unsmoothed mesh). How many slice do you want ?
Do you have any other fetish object that you (or someone else) would like
to see tesselated ? (you provide the code or the pointer to it !)

P.S.: To really answer your question, Yes I did, and I consider it was
not forth it (adding pre-tesselated primitive) as long as the marching
variant were able to provide a good result. And most mesh are not simple
primitive anyway. With the marching approach, I have a hammer, so everything
is going to be a nail !
(But I have different hammers (6), not just one big universal one...)
-- 
Non Sine Numine
http://grimbert.cjb.net/
Puis, s'il advient d'un peu triompher, par hasard,






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From:
Subject: Re: Tesselation process
Date: 19 Feb 2002 08:08:36
Message: <fbj47u804kf0v7r7949cmesonpobde4hid@4ax.com>

<jer### [at] atosorigincom> wrote:
> Do you have any other fetish object that you (or someone else) would like
> to see tesselated ?

new povlogo

it's realy is good testing object: cone, sphere, difference, union,
translations, rotations, splitted volume, sharp edges, smooth surface

ABX


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From: Nekar Xenos
Subject: Re: Tesselation process
Date: 19 Feb 2002 09:06:27
Message: <3c725be3@news.povray.org>

news:3C7248A9.A515605B@atosorigin.com...

> To reassure you, I should post soon a tesselation of a sphere in p.b.i.
> (Low resolution of tessel, unsmoothed mesh). How many slice do you want ?
> Do you have any other fetish object that you (or someone else) would like
> to see tesselated ? (you provide the code or the pointer to it !)
>

My car =)

http://news.povray.org/povray.binaries.scene-files/22093/150317/NekCar_F15.pov
http://news.povray.org/povray.binaries.scene-files/22093/150317/Car_F15.inc

I wonder how long it would take to tessellate it...

--
#local X=20*<-2,2,5>;#local K=2*z*X-X;#local R=seed(frame_number);blob{#while(K
.x>X.x)#local N=X+<rand(R)rand(R)1>/3;#local X=(vlength(N-K)<vlength(X-K)?N:2*X
-N);sphere{X,1,1rotate z*90}sphere{X,1,1}#end pigment{rgbt 1}interior{media{
emission<2,4,5>*5}}hollow scale.05}//   http://nekar_xenos.tripod.com/metanoia/
sphere_sweep{catmull_rom_spline 6<-8,-8>1<-8,-8>1<-8,8>1<8,-8>1<8,8>1<8,8>1
translate 20*z pigment{gradient z scale 3color_map{[0rgb<0,9,18>][1rgb 0]}}}


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From: Grey Knight
Subject: Re: Tesselation process
Date: 19 Feb 2002 09:30:53
Message: <3C726191.7E0F3F4A@namtar.qub.ac.uk>
Nekar Xenos wrote:
> My car =)
> ...

You and that car... I think you're obssessed ;)

-- 
signature{
  "Grey Knight" contact{ email "gre### [at] yahoocom" }
  site_of_week{ url "http://digilander.iol.it/jrgpov" }
}


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From: Christopher James Huff
Subject: Re: Tesselation process
Date: 19 Feb 2002 18:53:18
Message: <chrishuff-DCA06F.18530219022002@netplex.aussie.org>
None of that would be a problem.
This is what I'm thinking:

1: A "tesselate" flag for each shape. Some shapes (simple ones like 
spheres, cylinders, boxes, triangles, polygons, meshes, height 
fields...) will have specialized tesselation methods, the rest will use 
the generic methods. I actually got most of the work on this done using 
Warp's tesselation code, but never finished it.
When the tesselate flag is specified, the object is tesselated. Copies 
of it share the same mesh data, unless tesselation is specified for the 
copy, in which case it gets its own mesh (useful if you want multiple 
copies with different tesselation parameters). The resulting object uses 
the mesh for intersection calculations, but the original insideness 
calculations, so it is still useful for CSG.

2: Objects can be used in a mesh statement. The object is then 
tesselated and the resulting triangles placed in the mesh. The 
"tesselate" flag is used to give any special settings to the tesselation 
code, if not specified the defaults are used.

3: Possibly, allow non-linear deformations for all shapes. Those shapes 
that don't support a more direct method will tesselate and deform the 
mesh.

-- 
Christopher James Huff <chr### [at] maccom>
POV-Ray TAG e-mail: chr### [at] tagpovrayorg
TAG web site: http://tag.povray.org/


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From: Tor Olav Kristensen
Subject: Re: Tesselation process
Date: 19 Feb 2002 19:33:28
Message: <3C72EE49.979B5315@hotmail.com>
Christopher James Huff wrote:
> 
> In article <3C7### [at] onlineno>,
>  Tor Olav Kristensen <tor### [at] onlineno> wrote:
> 
> > I think that it would be a great pity if
> > a POV-patch were to perform tessellation
> > of an object without providing the possi-
> > bility to texture different copies of it
> > differently.
> 
> I wasn't talking about copies, but an alternate rendering method. A
> "tesselate" flag that would cause the object to be tesselated and
> rendered (and traced) as a mesh. Copies would be textured the same way
> any other object copies are textured.

I am hoping for the possibility to tweak
the individual copies of a mesh before
texturing them.

If one has direct access to the 3D coordinates
of the vertexes and the normal vectors, then
the tessellated shapes could be transformed
in very weird ways.

(POV's usual matrix<> related transformations
would only allow for linear transformations.)


Tor Olav


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From: Christopher James Huff
Subject: Re: Tesselation process
Date: 19 Feb 2002 20:31:45
Message: <chrishuff-1D3D25.20313219022002@netplex.aussie.org>
In article <3C72EE49.979B5315@hotmail.com>,
 Tor Olav Kristensen <tor### [at] hotmailcom> wrote:

> I am hoping for the possibility to tweak the individual copies of a 
> mesh before texturing them.

I don't see how it would be a problem...just include a 
"preserve_textures" option for objects being added to meshes. If it is 
on, the triangles get the texture of the original object, if it is off 
you get an untextured mesh.


> If one has direct access to the 3D coordinates of the vertexes and 
> the normal vectors, then the tessellated shapes could be transformed 
> in very weird ways.

I once attempted a patch that would allow any warp to be applied to a 
mesh...my only problem was that I couldn't seem to move the mesh points. 
My attempts all resulted in "scrambled triangles".

-- 
Christopher James Huff <chr### [at] maccom>
POV-Ray TAG e-mail: chr### [at] tagpovrayorg
TAG web site: http://tag.povray.org/


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From: Apache
Subject: Re: Tesselation process
Date: 19 Feb 2002 22:40:24
Message: <3c731aa8@news.povray.org>
> Do you have any other fetish object that you (or someone else) would like
> to see tesselated ? (you provide the code or the pointer to it !)
When my cloth-fur-thing has managed to produce something nice (like a towel
or maybe even a sitting poodle), I'll let you (or your program or your
script) tesselate it. And then maybe there are some fetishists that are
willing to recreate it with snippets of paper in real life.      :-)


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From: Nekar Xenos
Subject: Re: Tesselation process
Date: 20 Feb 2002 01:35:12
Message: <3c7343a0@news.povray.org>
"Grey Knight" <s16### [at] namtarqubacuk> wrote in message
news:3C726191.7E0F3F4A@namtar.qub.ac.uk...
> Nekar Xenos wrote:
> > My car =)
> > ...
>
> You and that car... I think you're obssessed ;)
>

Yeah..  ;o)

--
#local X=20*<-2,2,5>;#local K=2*z*X-X;#local R=seed(frame_number);blob{#while(K
.x>X.x)#local N=X+<rand(R)rand(R)1>/3;#local X=(vlength(N-K)<vlength(X-K)?N:2*X
-N);sphere{X,1,1rotate z*90}sphere{X,1,1}#end pigment{rgbt 1}interior{media{
emission<2,4,5>*5}}hollow scale.05}//   http://nekar_xenos.tripod.com/metanoia/
sphere_sweep{catmull_rom_spline 6<-8,-8>1<-8,-8>1<-8,8>1<8,-8>1<8,8>1<8,8>1
translate 20*z pigment{gradient z scale 3color_map{[0rgb<0,9,18>][1rgb 0]}}}


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From: Jérôme Grimbert
Subject: Re: Tesselation process
Date: 20 Feb 2002 03:13:06
Message: <3C735AB2.1797C402@atosorigin.com>
Christopher James Huff wrote:
> 
> In article <3C72EE49.979B5315@hotmail.com>,
>  Tor Olav Kristensen <tor### [at] hotmailcom> wrote:
> 
> > I am hoping for the possibility to tweak the individual copies of a
> > mesh before texturing them.
> 
> I don't see how it would be a problem...just include a
> "preserve_textures" option for objects being added to meshes. If it is
> on, the triangles get the texture of the original object, if it is off
> you get an untextured mesh.

Ok, looks like we are going for the 'all option' versions...
It seems there is two opposite approachs, each with good arguments.
It might be better afterall, but it will be harder for me...

> > If one has direct access to the 3D coordinates of the vertexes and
> > the normal vectors, then the tessellated shapes could be transformed
> > in very weird ways.
> 
> I once attempted a patch that would allow any warp to be applied to a
> mesh...my only problem was that I couldn't seem to move the mesh points.
> My attempts all resulted in "scrambled triangles".

I'm sorry, really sorry... I made such thing last weeks... :-< ... and it works fine.
Just currently, it is just forgetting to copy individual textures... and
smooth triangles do not survive as smooth...

-- 
Non Sine Numine
http://grimbert.cjb.net/
Puis, s'il advient d'un peu triompher, par hasard,






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