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I'll toss a thought into the ring, although this is a bit out of my
league...
I was thinking about the patina problem too, and with my tendency to shy
away from the 3D math, was considering the possibility of doing a
planetary z-buffer image of the relevant object, differentiating it and
reapplying the result as a texture map. Note that I was not initially
considering a change in the code. However, is it feasible do do
something similar, given that the surface normals have been acquired and
apply a finite-differencing scheme to get the second derivative? (This
may double up on what Kevin Wampler was talking about.)I have no idea
what the implications are in 3D with a non uniform sampling grid.
One of the caveats of this approach, however, would be sampling density
v. feature frequency resolution trade off.
Anyone tell me how far off the wall I am with this?
Abe
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