POV-Ray : Newsgroups : povray.pov4.discussion.general : Support of NURBS-Surfaces : Re: Support of NURBS-Surfaces Server Time
28 Apr 2024 13:19:25 EDT (-0400)
  Re: Support of NURBS-Surfaces  
From: clipka
Date: 17 Nov 2009 23:24:46
Message: <4b03770e@news.povray.org>
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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