scott schrieb:
>> I'm also not sure whether converting to triangles is an absolute
>> necessity.
>
> Being able to render the patches directly without triangulating would be
> cool! I guess you "just" need a ray-patch intersection formula - does
> such a thing exist?
You actually need a ray-patch intersection /algorithm/. Which may be
based on a formula of course.
You also need an algorithm to compute a bounding box.
> Or use some kind of sampling method like media to
> find the surface?
That would probably be difficult. It's hard to tell which side of the
patch you're on.
I guess it'll probably boil down to something like computing a polynom,
and then solving it for zero.
> I have no idea if that will be any faster than
> splitting up into pixel sized triangles.
I have no idea. At least it'll be more memory-efficient.
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