POV-Ray : Newsgroups : povray.general : fillets and rounded corners : Re: fillets and rounded corners Server Time
15 May 2024 17:21:43 EDT (-0400)
  Re: fillets and rounded corners  
From: lelama
Date: 2 Sep 2016 10:50:00
Message: <web.57c9910bc06f3de321263ef70@news.povray.org>
Hmmm, Ok.

Then, maybe we can proceed as follow. Consider the zone that we want to smooth
out. Let's say for that this zone of pixels in the 2D imaage is a disk to
simplify for the moment. The circle of pixels around the disk have corresponding
impact points in the 3D scene. THe impact points draw a curve in the 3D scene.
We consider the cone C with center the eye of the camera built on this impact
curve. On the other hand, we may build a simple mesh M whose perimeter is the
impact curve and this mesh would corresponding to the rounded corner. This mesh
could be produced by averging the normal at the impact points with some filter.

Now we build a new scene. If S is the original scene, the new scene
is S minus the cone C union the mesh M. Then povray computes the pixels
of this new scene ( only the pixels in the zone to smooth).

The rendering finally is the rendering of the initial scene, modified by the
insertion of the pixels from the new scene in the zone that we want to smooth.


Laurent.




clipka <ano### [at] anonymousorg> wrote:
> Am 01.09.2016 um 19:10 schrieb lelama:
>
> > It seems to me that the visual inconsistancy comes in the boolean operations
> > at the intersection of two surfaces. For each
> > pixel, we associate the impact surface. If we find 2 *adjacent* pixels which
> > involve two different surfaces which appear in a boolean operation, then
> > there may be a visual problematic corner at this pair of points.
> >
> > Among all these potential problematic junctions, we need to eliminate some of
> > them depending of some parameters ( distance between the impact points,
> > variation of the normal...)
> >
> > We end up with a list of problematic pairs of points. Starting from a
> > problematic pair of point, which are more or less on the fillets, we construct a
> > zone of pixels around this pair corresponding to pixels whose impact is in a
> > zone that we want to smooth.
> >
> > We then reach a list of pixels corresponding to zones that we want to smooth.
> > Then we apply an averaging filter on each zone.
>
> That won't suffice. Beveled corners have the tendency to also appear
> brighter than the adjacent flat surfaces, due to highlights: A flat
> surface has only a single direction from which light will produce a
> highlight on that surface; a curved surface like a beveled edge has a
> wide choice of directions from which light will produce a highlight
> /somewhere/ on that surface. A simple post-processing averaging filter
> can't create that effect out of thin air.


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