POV-Ray : Newsgroups : povray.text.scene-files : bounding box calculator : Re: bounding box calculator Server Time
25 Apr 2024 01:14:20 EDT (-0400)
  Re: bounding box calculator  
From: Thomas de Groot
Date: 6 Nov 2019 07:23:30
Message: <5dc2bb42$1@news.povray.org>
Op 06/11/2019 om 11:15 schreef jr:
> the '#ifdef()' idiom though ought to work in any case (it does here).
> 

It does! My bad.

Interesting test following this earlier post:

Op 04/11/2019 om 09:09 schreef Thomas de Groot:
 > - rotating the object changes the 'tightness' of the standard BB. I 
did that with a simple cylinder: when properly aligned along one of the 
axis, the BB test is always optimal; rotate the cylinder (e.g. 
<45,45,45>) and do the test, and the standard BB becomes too wide.
 >

I have to correct this: The BB only becomes slightly less optimal in the 
example cited. With increasing complexity of the object however, 
optimisation kicks in.

(1) use the following object: superellipsoid {<0.50, 3.50>}. The test is 
optimal.

(2) change the object to: superellipsoid {<0.50, 3.50> rotate 45}. The 
BB has now 'at least 5% "slack".'

-- 
Thomas


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