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scott wrote:
> I don't understand the fascination with perfect mathematically described
> surfaces, they are inflexible and slow to render. If you use
> sub-divided triangle meshes you can make the output perfectly smooth all
> the time and of course do whatever transformations you like very easily
> by just transforming every vertex.
True, as long as you dynamically adjust the subdivision level so that
triangles aren't too large. Unfortunately, nobody actually does that.
In reality, everyone pre-subdivides the meshes.
Mathematically described surfaces don't have to be subdivided, because
they're rendered at the pixel level.
...Chambers
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