![](/i/fill.gif) |
![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Jan Walzer <jan### [at] lzer net> 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 -
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Tim Nikias <tim### [at] gmx de> 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 -
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
In article <3C586235.8A2E4A51@gmx.de>, Tim Nikias <tim### [at] gmx de>
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] mac com>
POV-Ray TAG e-mail: chr### [at] tag povray org
TAG web site: http://tag.povray.org/
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
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,
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
>
> 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
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |