POV-Ray : Newsgroups : povray.general : fillets and rounded corners : Re: fillets and rounded corners Server Time
29 Apr 2024 08:00:35 EDT (-0400)
  Re: fillets and rounded corners  
From: lelama
Date: 30 Aug 2016 15:55:00
Message: <web.57c5e378c06f3de37a63dc9f0@news.povray.org>
Alain <kua### [at] videotronca> wrote:

> > Am 27.08.2016 um 18:55 schrieb John Greenwood:
> >> Can I revive the request for a fillets and rounded corners tool?
> >>
> >> These are standard issue in mechanical CAD packages, so can't be that difficult!
> >
> > Oh yes, they can!
> >
> > Internally, mechanical CAD packages typically translate each and every
> > shape into some single type of boundary representation model (based on
> > e.g. triangle meshes or NURBS surfaces), and work with those instead of
> > the underlying primitives.
> >
> > Once translated to this b-rep model, it is more or less trivial to:
> >
> > (1) find edges where shapes meet;
> > (2) describe those edges in a standardized fashion; and
> > (3) apply modifications to the b-rep geometry, such as rounding a given
> > edge.
> >
> > POV-Ray does not go via such a b-rep model, but directly uses the very
> > fundamental geometric shapes, making /every/ of the above steps
> > virtually impossible. (Quiz: how would you find the edge between an
> > isosurface and a sphere? How would you describe it? And how would you
> > modify the isosurface and sphere to actually generate the rounded edge?)
> >
>
> Yep! Easy, almost trivial, to do with mesh based geometry, but nearly
> impossible to do with mathematically based geometry.

Does povray knows for each pixel on the rendered image to which surface it
corresponds and what is the normal at this point ? I suppose yes. If so, this is
maybe possible to do something on the rendered image...


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