POV-Ray : Newsgroups : povray.unofficial.patches : Tesselation patch v. 0.1alpha : Re: Tesselation patch v. 0.1alpha Server Time
2 Sep 2024 00:14:28 EDT (-0400)
  Re: Tesselation patch v. 0.1alpha  
From: Jérôme Grimbert
Date: 22 Jan 2001 02:27:11
Message: <3A6BE0D9.2274F885@atosorigin.com>
[posted & emailed]

Warp wrote:
> 
> http://www.cs.tut.fi/~warp/TesselationPatch/
> 

I get it working with a 3.1g like. (Just had to remove the Uv_mapping code,
and correctly set the Number_Of_Textures in the Data structure when
used as an object {in tesselat.c} so as to avoid a Segmentation Fault
when freeing the scene, after the render).

While I was at it, I look for the bug...
I have a good news and a bad news (IMO):

 Good news: I made the bug disappeared by modifying the 
 Tesselate_Object function so that :

        DBL CoordZ1 = Min[Z] + IndZ*Size[Z]/ZAccuracy;
        DBL CoordZ2 = Min[Z] + (IndZ+1)*Size[Z]/ZAccuracy;

is now 

        DBL CoordZ1 = Min[Z] + (IndZ-0.001)*Size[Z]/ZAccuracy;
        DBL CoordZ2 = Min[Z] + (IndZ+1.001)*Size[Z]/ZAccuracy;

(And so on for the other coordinates over X and Y).

 Bad news: this modification request that you remove the
 optimisation that reused the intersection from the previous
 round... because now the cubes are not contiguous, but slightly 
 overlapping.
 As a side effect, the joint between triangles is now less visible.

Personnal comment : I do not understand why Warp decided to
 split the cube in 6 tetrahedrons (Ok, I know that this 
scheme make them to have the same volume, but the original
splitting seems to have a bias toward one diagonal of the cube,
which has a visual effect)
So I tried to use a split into five tetrahedrons
 (four corner and one central (twice the volume of the corner))
and I found it to work quicker and yet to provide a better
visual (well, personnal opinion anyway (moreover, I'm biased...))

P.S.: When I said that I made the bug disappears, It was at least
      for the provided bug demonstration scene. More testing is
      probably needed.


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.