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>http://zhengjj.freeyellow.com/html/publications.html
>"Control point surfaces over non-four-sided surfaces"
This is really interesting, I was looking for such a paper for weeks,
thanks Rune!
The cubic version (degree 3) of both, 3- and 5-sided patches should
smoothly connect to regular 4-sided cubic bezier patches (as supported
by POV) - I'll try to implement those into JPatch.
It would be interesting if it is possible to subdivide these patches
into 3 or 5 4-sided patches respectively without loosing continuity, as
described here
http://jpatch.sourceforge.net/developer/hash_complete/hash.html
under "5-Point Patches". This is beyond my math skills, maybe someone
here can help?
If splitting the 3- and 5-sided patches into smaller 4-sided patches is
possible the modeler could export bezier-patches only (no triangels) and
thus leave the triangulation to the renderer (which would result in
smaller files and better quality because the detail level can be set at
render time).
Thanks,
-Sascha
Rune wrote:
> Using a different amount of samples won't change anything I'm afraid.
> You will probably just get a less detailed wrinkle instead of a highly
> detailed one...
>
> To see a discussion on making a real 3 point bezier patch, see:
> http://news.povray.org/povray.advanced-users/26671/
>
> To see it implemented (in pov-ray SDL):
> http://news.povray.org/povray.text.scene-files/26676/
>
> To see an animation where it's implemented:
> http://news.povray.org/povray.binaries.animations/26690/
>
> Rune
> --
> 3D images and anims, include files, tutorials and more:
> rune|vision: http://runevision.com **updated Jul 25**
> POV-Ray Ring: http://webring.povray.co.uk
>
>
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