Fredrik Eriksson schrieb:
>> 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?
>
> Yes, such a thing exists, but the math is a bit complicated, and
> performance is likely to be underwhelming.
>
> http://www.google.com/search?q=nurbs+ray+intersection
The very first entry /looks/ promising though.
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