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> It's news to me that POV supports splines in the first place.
It does bezier patches which are the closest you are going to get to
describing "any curved surface" mathematically.
> Only if you have the original curve to hand.
What if you designed the curve by seeing how it turned out after
sub-divison? Blender works like this, you can edit the vertices of a very
rough triangle mesh and see how the perfectly smooth surface reacts in real
time. You are then defining the "original curve" by the crude mesh.
> If you *insist* on using triangles, you're going to need a hell of a lot
> of them to fake the appearence of a good curve. That means you either need
> a triangle mesh of absurd dimensions, or you need to generate the
> triangles on the fly.
Exactly. This is what all film-quality renderers do.
> What all known computer games do is use a static, very low resolution
> triangle mesh and then smother it with lashes of low-level trickery to
> give a vague semblance of curvature.
Of course, because that method gets the highest quality output in realtime.
And it's very easy to have two (or more) versions of a mesh at different
resolutions, eg for stills rendering, close-up real-time rendering, far away
rendering etc. When you have a mathematical surface rendered directly it's
very difficult to speed it up!
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