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The original purpose for coding TesselSphere was to generate vertexia for
rendering pollen, viruses and radiolaria. As an artist I had always been
fascinated with these forms but aquiring the mathematical skills to model
them was a challange. Over time, I amassed various utilities in C, C++,
Java and POV-Ray scene description language. Some were GNU programs
downloaded from the net, others I had coded myself. My dream was to
integrate them into one interactive program with a good UI that did it all.
TesselSphere is the result. It has gone through many incarnations and is
still evolving. Much time and effort has gone into TesselSphere; I hope it
proves useful...
Features
1. Particle, geodesic (tetrahedral, octahedral, icosahedral) and Kaleido
subdivision.
2. Output formats: OBJ, VRML, POV-Ray 3.5 and RAW.
3. Delaunay and Voronoi hulls: real-time morphs and cell separations (via
vertex splitting).
4. Delaunay and Voronoi hulls: cell stellations.
6. Display options: separate attribute colouring (facet/cell, vertex and
edge - random colours or fixed).
You can find out about TesselSphere via the link on my home page:
www.geocities.com/nicholasshea
TesselSphere will be released mid 2003. Any feedback, feature requests or
suggestions would be appreciated. Many thanks,
Nicholas Shea
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