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>
> [...]
>
> 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...).
>
How about adaptive (curvature or distance dependant) methods. See for
example:
http://www.cs.queensu.ca/home/jstewart/papers/cga01.html
I think some kind of adaptation would be possible with a marching
algorithm too.
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 06 Feb. 2002 _____./\/^>_*_<^\/\.______
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