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The original purpose for coding TesselSphere was to generate vertexia for
rendering pollen, viruses and radiolaria. As an artist I had always been
fascinated with these forms but aquiring the mathematical skills to model
them was a challange. Over time, I amassed various utilities in C, C++,
Java and POV-Ray scene description language. Some were GNU programs
downloaded from the net, others I had coded myself. My dream was to
integrate them into one interactive program with a good UI that did it all.
TesselSphere is the result. It has gone through many incarnations and is
still evolving. Much time and effort has gone into TesselSphere; I hope it
proves useful...
Features
1. Particle, geodesic (tetrahedral, octahedral, icosahedral) and Kaleido
subdivision.
2. Output formats: OBJ, VRML, POV-Ray 3.5 and RAW.
3. Delaunay and Voronoi hulls: real-time morphs and cell separations (via
vertex splitting).
4. Delaunay and Voronoi hulls: cell stellations.
6. Display options: separate attribute colouring (facet/cell, vertex and
edge - random colours or fixed).
You can find out about TesselSphere via the link on my home page:
www.geocities.com/nicholasshea
TesselSphere will be released mid 2003. Any feedback, feature requests or
suggestions would be appreciated. Many thanks,
Nicholas Shea
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On Thu, 15 May 2003 03:54:14 EDT, "Nicholas Shea" <nic### [at] aolcom> wrote:
> TesselSphere will be released mid 2003. Any feedback, feature requests or
> suggestions would be appreciated. Many thanks,
Looks very useful. Will sources be available ?
ABX
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ABX wrote:
>On Thu, 15 May 2003 03:54:14 EDT, "Nicholas Shea" <nic### [at] aolcom> wrote:
>> TesselSphere will be released mid 2003. Any feedback, feature requests or
>> suggestions would be appreciated. Many thanks,
>
>Looks very useful. Will sources be available ?
>
>ABX
>
Yes. Full source will be available. TesselSphere was built using gcc and
FLTK so it should compile on most platforms. The only part that is Windows
specific is the OpenGL buffer capture code. I leave it to others to test
cross-platform portablility since I only use MS-Windows at present.
Nicholas
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From: Jim Charter
Subject: Re: [Announcement] TesselSphere: an OpenGL spherical tesselation program
Date: 15 May 2003 13:28:11
Message: <3ec3ce2b@news.povray.org>
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I look forward to the release date. Are you an Ernst Haeckel fan?
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From: Dennis Miller
Subject: Re: [Announcement] TesselSphere: an OpenGL spherical tesselation program
Date: 15 May 2003 20:06:57
Message: <3ec42ba1$1@news.povray.org>
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Eagerly awaited! Would you consider outputting to TGA format?
D.
"Nicholas Shea" <nic### [at] aolcom> wrote in message
news:web.3ec347a62ca85ef9ff884c60@news.povray.org...
> The original purpose for coding TesselSphere was to generate vertexia for
> rendering pollen, viruses and radiolaria. As an artist I had always been
> fascinated with these forms but aquiring the mathematical skills to model
> them was a challange. Over time, I amassed various utilities in C, C++,
> Java and POV-Ray scene description language. Some were GNU programs
> downloaded from the net, others I had coded myself. My dream was to
> integrate them into one interactive program with a good UI that did it
all.
> TesselSphere is the result. It has gone through many incarnations and is
> still evolving. Much time and effort has gone into TesselSphere; I hope it
> proves useful...
>
> Features
>
> 1. Particle, geodesic (tetrahedral, octahedral, icosahedral) and Kaleido
> subdivision.
> 2. Output formats: OBJ, VRML, POV-Ray 3.5 and RAW.
> 3. Delaunay and Voronoi hulls: real-time morphs and cell separations (via
> vertex splitting).
> 4. Delaunay and Voronoi hulls: cell stellations.
movies.
> 6. Display options: separate attribute colouring (facet/cell, vertex and
> edge - random colours or fixed).
>
> You can find out about TesselSphere via the link on my home page:
>
> www.geocities.com/nicholasshea
>
> TesselSphere will be released mid 2003. Any feedback, feature requests or
> suggestions would be appreciated. Many thanks,
>
> Nicholas Shea
>
>
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Jim Charter wrote:
>I look forward to the release date. Are you an Ernst Haeckel fan?
>
I love Earnst Haeckel's work - though I know little about him. I downloaded
the plates of 'Die Radiolarian' from www.radolaria.org some years ago. They
are stunning. My humble attempts to recreate some of these etchings using
POV-Ray are in my Gallery pages. I have other renderings but limited web
space means I can't upload them all.
Nicholas
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Dennis Miller wrote:
>Eagerly awaited! Would you consider outputting to TGA format?
>D.
A quick look at http://astronomy.swin.edu.au/~pbourke/dataformats/tga/
describes this format and shows how to implement it in C. Currently
TesselSphere saves BMP (capturing the OpenGL buffer on MS-Windows only).
Using GIMP, it is a simple matter to convert BMP files to most other
formats.
If you look at my galleries, you will see some pollen, radiolaria and other
forms that were created using POV-Ray export from TesselSphere. This is the
prefered method for generating images since you can render to any
dimension, bit depth etc.
Nicholas
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From: Dennis Miller
Subject: Re: [Announcement] TesselSphere: an OpenGL spherical tesselation program
Date: 16 May 2003 23:11:05
Message: <3ec5a849$1@news.povray.org>
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It's no problem to convert, but I do animations, and it is a hassle to
convert 1,000s of images.
Look forward to your release.
Best,
D.
"Nicholas Shea" <nic### [at] aolcom> wrote in message
news:web.3ec48fbea2e9f22f53e35e660@news.povray.org...
> Dennis Miller wrote:
> >Eagerly awaited! Would you consider outputting to TGA format?
> >D.
>
> A quick look at http://astronomy.swin.edu.au/~pbourke/dataformats/tga/
> describes this format and shows how to implement it in C. Currently
> TesselSphere saves BMP (capturing the OpenGL buffer on MS-Windows only).
> Using GIMP, it is a simple matter to convert BMP files to most other
> formats.
>
> If you look at my galleries, you will see some pollen, radiolaria and
other
> forms that were created using POV-Ray export from TesselSphere. This is
the
> prefered method for generating images since you can render to any
> dimension, bit depth etc.
>
> Nicholas
>
>
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Dennis Miller wrote:
>It's no problem to convert, but I do animations, and it is a hassle to
>convert 1,000s of images.
>
>Look forward to your release.
>Best,
>D.
I'm not sure what you intend to animate. TesselSphere animation output is
achieved by capturing frames from the OpenGL buffer. The size of the
animation will therefore be the same as the OpenGl window and at the screen
bit depth.
TesselSphere does not output POV-Ray animations using the clock variable -
so you would have to write your own in scene description language. However,
TesselSphere _can_ output each frame of a morphing convex hull as an
indexed data array INC file. In this case POV-Ray can render and write TGA
anyway.
If you just want TGA OpenGL buffer capture, there is a good freeware utility
called SlowView (Windows) which has a batch conversion utility. I used it
to convert all the BMP frames to GIF for the animations on my TesselSphere
web pages.
I will put TGA OpenGL buffer output on my 'To Do' list.
Nicholas
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