POV-Ray : Newsgroups : povray.unofficial.patches : Tesselation process Server Time
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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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From: Ben Chambers
Subject: Re: Tesselation process
Date: 21 Feb 2002 01:50:22
Message: <3c7498ae@news.povray.org>
"Christopher James Huff" <chr### [at] maccom> wrote in message
news:chr### [at] netplexaussieorg...
> 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.

Question:  Would it be appropriate for, say, "tesselation" to have it's own
block of code inside the object declaration (the same way as texture, media,
interior, etc)?  This way, all tessellation-only transformations /
deformations whatever get grouped together for easy reference.

...Chambers


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From: Jérôme Grimbert
Subject: Re: Tesselation process
Date: 21 Feb 2002 04:16:48
Message: <3C74BB1F.D2267C56@atosorigin.com>
Ben Chambers wrote:
> 
> "Christopher James Huff" <chr### [at] maccom> wrote in message

> > 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 do not like that idea of flag.

> 
> Question:  Would it be appropriate for, say, "tesselation" to have it's own
> block of code inside the object declaration (the same way as texture, media,
> interior, etc)?  This way, all tessellation-only transformations /
> deformations whatever get grouped together for easy reference.

I still think that a tesselated object is just an object, and that deformation
of mesh are still another object whose parameter is an input mesh and some
additional parameters.

Having a 'tesselation' block would mean to provide a view to the user which 
would really be very different from the internal: because the user would see
it as an extension of any object, whereas in real code, the object would
have been completely replaced by something else.

Moreover, some object won't be able to support this block, which is really
annoying because it breaks the homogeneity of the 'object' in Pov.

Last, I do not believe that transformation of mesh are similar to blob component:
 the order in which the transformation are made usually is important.
 So adding a 'tesselation block' would means to have something similar to
layered texture, which would just prouve to be counter-productive for mesh
transformation in the current state of the code.

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






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From: Christopher James Huff
Subject: Re: Tesselation process
Date: 21 Feb 2002 17:36:52
Message: <chrishuff-D81FF3.17364121022002@netplex.aussie.org>
In article <3c7498ae@news.povray.org>,
 "Ben Chambers" <bdc### [at] yahoocom> wrote:

> Question:  Would it be appropriate for, say, "tesselation" to have it's own
> block of code inside the object declaration (the same way as texture, media,
> interior, etc)?  This way, all tessellation-only transformations /
> deformations whatever get grouped together for easy reference.

I don't see why this would be useful, and it would be very inconsistent. 
All it would do is complicate the programming, it wouldn't add any 
flexibility.

-- 
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: Christopher James Huff
Subject: Re: Tesselation process
Date: 21 Feb 2002 17:50:39
Message: <chrishuff-283D7A.17502921022002@netplex.aussie.org>
In article <3C74BB1F.D2267C56@atosorigin.com>,


> I still think that a tesselated object is just an object,

Agreed.


> and that deformation of mesh are still another object whose parameter 
> is an input mesh and some additional parameters.

Hmm? Are you talking about some sort of "deform" object that takes a 
mesh as input? That might be what was wrong with my approach, I was 
attempting to deform a mesh, with a syntax more like transformations.


> Having a 'tesselation' block would mean to provide a view to the user which 
> would really be very different from the internal: because the user would see
> it as an extension of any object, whereas in real code, the object would
> have been completely replaced by something else.

This sort of thing is done already: bicubic patches and height fields 
are reduced to triangles internally, and some objects have a "sturm" 
option to change the intersection solver. The tesselate flag wouldn't 
replace the object, it would just tell it to use a mesh for the 
intersection calculations. It could even use the object's own normal and 
insideness calculations. The flag wouldn't be used for deformation or 
anything, just for intersection. Some other method would be used to 
generate a mesh, I'd suggest something like: mesh {OBJECT} or tesselate 
{OBJECT}.


> Moreover, some object won't be able to support this block, which is really
> annoying because it breaks the homogeneity of the 'object' in Pov.

Which objects? The only ones I can think of are the infinite ones, and a 
stand-in could be generated for those...two very big triangles for the 
plane, for example. And these objects have to be dealt with anyway, what 
does your patch currently do?


> Last, I do not believe that transformation of mesh are similar to blob 
> component:
>  the order in which the transformation are made usually is important.
>  So adding a 'tesselation block' would means to have something similar to
> layered texture, which would just prouve to be counter-productive for mesh
> transformation in the current state of the code.

I don't understand...what do blobs have to do with this? Did I miss 
something?

-- 
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: Jérôme Grimbert
Subject: Re: Tesselation process
Date: 22 Feb 2002 02:28:21
Message: <3C75F338.1C5B8F9A@atosorigin.com>
Christopher James Huff wrote:
> 
> In article <3C74BB1F.D2267C56@atosorigin.com>,

> 
> > I still think that a tesselated object is just an object,
> 
> Agreed.
> 
> > and that deformation of mesh are still another object whose parameter
> > is an input mesh and some additional parameters.
> 
> Hmm? Are you talking about some sort of "deform" object that takes a
> mesh as input? That might be what was wrong with my approach, I was
> attempting to deform a mesh, with a syntax more like transformations.
> 

Yes.
 
> > Last, I do not believe that transformation of mesh are similar to blob
> > component:
> >  the order in which the transformation are made usually is important.
> >  So adding a 'tesselation block' would means to have something similar to
> > layered texture, which would just prouve to be counter-productive for mesh
> > transformation in the current state of the code.
> 
> I don't understand...what do blobs have to do with this? Did I miss
> something?

Just my mind wandering about the possible 'tesselation' block 
(which is a bad idea, IMNSHO, at least with my current code).
Order in blob is irrelevant, whereas order of transformation is important,
even if the rotate/scale/translate can all be summarized in one single
matrix, but for transformation of mesh there is no possible summarisation, and
order is still important.

I should probably not have mentionned the blob.


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






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