POV-Ray : Newsgroups : povray.advanced-users : How to tesselate? Server Time
29 Jul 2024 18:23:47 EDT (-0400)
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From: Warp
Subject: Re: How to tesselate?
Date: 30 Jan 2002 17:14:46
Message: <3c587055@news.povray.org>
Jan Walzer <jan### [at] lzernet> wrote:
: probably not very long anymore ... if the "right" people read this, they will
: in the
: former countries, where it is possible to patent these kind of things, patent
: it ...

: how can we prevent this ?

  You can't patent things which have been public and known for years.

  If you want a patent, you have to get the patent first, and then publish
the idea.

-- 
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -


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From: Warp
Subject: Re: How to tesselate?
Date: 30 Jan 2002 17:16:22
Message: <3c5870b5@news.povray.org>
Tim Nikias <tim### [at] gmxde> wrote:
: Now that I got to know the "marching cubes" algorithm,
: could you please be so kind and describe the
: "marching triangles" as well?

  I don't remember any webpage right now, but there are excellent ones
out there examplining the algorithm. I think it's a bit more complicated
than the marching cubes (which is to expect, as it should give a much better
result).
  Probably google will help in this.

-- 
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -


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From: Christopher James Huff
Subject: Re: How to tesselate?
Date: 30 Jan 2002 17:19:09
Message: <chrishuff-0053FE.17202130012002@netplex.aussie.org>
In article <3C586235.8A2E4A51@gmx.de>, Tim Nikias <tim### [at] gmxde> 
wrote:

> Now that I got to know the "marching cubes" algorithm,
> could you please be so kind and describe the
> "marching triangles" as well?

http://www.google.com/search?hl=en&q=marching+triangles

http://www.antinews.com/florin/mt2.txt

-- 
Christopher James Huff <chr### [at] maccom>
POV-Ray TAG e-mail: chr### [at] tagpovrayorg
TAG web site: http://tag.povray.org/


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From: Jérôme Grimbert
Subject: Re: How to tesselate?
Date: 31 Jan 2002 03:23:27
Message: <3C58FF22.8A990518@atosorigin.com>
Tim Nikias wrote:
> 
> >
> > Can you provide your book's reference ?
> 
> I guess something got wrong with the way I formulated my
> intents. I do not have any book, nor any useful reference found
> yet, and I'm asking for just that.

But you write earlier:
>>> I was strolling through a book-store these last days and found
>>> a book on 3D-Raytracing, the techniques and math behind
>>> it, as well as programming etc.

So, sorry to bother you, but I was really interested about this kind
of books... Just to get ideas of what can be done with a mesh,
because I'm just one step ahead with the mesh generation, but unless
there is some deformations, using a mesh is not really exciting.

> 
> As to the formulars and algorithms, I thought about
> tesselation first, 

If you went to my page, you can have seen four approaches:
 - two based on Warp patch, using insideness test and tracing ray on original
   (tesselate and tessel, which differs mainly by how the cube holding the
    tetrahedrons is replicated to fill the bounding box.)
 - two based only on insideness test (cristal and cubicle, which
   differs by the number of possible normals).

Of course, if you have any other ideas, you're welcome to share...

-- 
Non Sine Numine
http://grimbert.cjb.net/
Puis, s'il advient d'un peu triompher, par hasard,






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From: Tim Nikias
Subject: Re: How to tesselate?
Date: 31 Jan 2002 12:43:11
Message: <3C598216.A6132C31@gmx.de>
>
> So, sorry to bother you, but I was really interested about this kind
> of books... Just to get ideas of what can be done with a mesh,
> because I'm just one step ahead with the mesh generation, but unless
> there is some deformations, using a mesh is not really exciting.
>

Oh, you guys meant THAT book. Its was written by X Watt (forgot
the first name) and is entitled "Raytracing and Programming" (or
something very similiar). It mainly covers what a mesh is, how you
generate it using modellers (no tesselation algorithms, or
algorithms for bending, twisting etc), and then moves on to what
raytracing is and how it can be implemented.

>
> If you went to my page, you can have seen four approaches:
>  - two based on Warp patch, using insideness test and tracing ray on original
>    (tesselate and tessel, which differs mainly by how the cube holding the
>     tetrahedrons is replicated to fill the bounding box.)
>  - two based only on insideness test (cristal and cubicle, which
>    differs by the number of possible normals).
>
>

I'll have a look!

> Of course, if you have any other ideas, you're welcome to share...
>

I'll come up with some and share!

--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html


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