POV-Ray : Newsgroups : povray.unofficial.patches : Tesselation process : Re: Tesselation process Server Time
19 Nov 2024 15:32:07 EST (-0500)
  Re: Tesselation process  
From: Jérôme Grimbert
Date: 18 Feb 2002 07:50:12
Message: <3C70F89D.6F182658@atosorigin.com>

> 

> <jer### [at] atosorigincom> wrote:
> > I'm wondering about the possible tesselation of Pov object:
> 
> This question sounds great becouse it's suggestion you are near final
> implementation.
> 

Sort of, I currently have 6 differents ways to tesselate an object:
 2 based on marching tetrahedrons, using intersection test (IIRC);
 4 based on marching cube, using insideness and various way to do the triangles;
 (but for the latest 2, I still need to check the PD aspect of the tesselation,
 because what I can do ok in my kitchen might not be ok in exported code.)

All workings fine with sphere/box/cone/cylinder/torus, but still need to check
with more fancy objects (such as julia_fractal, blob, CSG and so on...).

> > would you expect the textures of the tesselated object to be taken in the
generated mesh ?
> > Or would you only expect to get the form with only the default texture ?
> > Should the actual texture be used?
> > or sampled at the triangle vertex, keeping only a RGB(TF) vector ?
> 
> I imagine all above should be optional.

That's not really an answer.
May be, the intersection test based could get a copy of the texture structure at
the intersection,
Whereas the ones using insideness might just inherit a texture if explicitely 
specified by the SDL ?

> For example: there is no simple way to
> recreate texture of differently colored blob's components, so sampling colors
> (or even all texture components) for vertices should be possible. But when
> complicated iso-stone is tesselated then there is no need to store texture for
> every vertex but whole mesh should inherit texture from mesh.

I will have to think about that too! Thanks.

> 
> Also it could be great to inherit uv-coordinates when available. For example
> parametric object is very slow in rendering but looks it could be possible to
> apply uv-mapping to it. Recreating this object with loop along functions gives
> not optimized mesh. Recreating it with tesselation gives optimized triangles
> but without uv-mapping.

That's a different problem. It would be optimising the parametric object,
not tesselating any solid finite object.
For the time being, I will just forget about UV-mapping for general tesselation.

-- 
Non Sine Numine
http://grimbert.cjb.net/
Puis, s'il advient d'un peu triompher, par hasard,






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