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Nathan Kopp <Nat### [at] Kopp com> writes:
> Jeff Garzik wrote:
> >
> > Patch wizards -- are there any fundamental reasons why NURBS would be
> > difficult to implement in POV? Perhaps I could take a crack at working
> > up a nurbs patch.
> >
> > Jeff
>
> I don't know about working with NURBS directly (that would be really slow,
> from my experience), but converting to triangles should be pretty easy. I
> actually had a version of POV that would read in NURBS. It was really just
> a front-end parser to the triangle-mesh object. POV's triangle mesh object
> is actually pretty efficient (both with memory and rendering speed). But
> my code was really slow and may have had some bugs. I still have it lying
> around (I think), so if you want it I'll send it. Also, didn't somebody
> else ask for it once? I may have forgotten to give it to that person.
> oops. ;-)
Did you consider to generate the triangles "on the fly" while rendering
takes place? This technique is used for Bezier patches. You can choose
between the two methods by a switch. (But probably, you already know all
this.)
In my opinion an analogous implementation of Bezier patches and NURBS
would be nice (and very useful).
Thomas
--
http://www.fmi.uni-konstanz.de/~willhalm
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