POV-Ray : Newsgroups : povray.general : NURBS as mesh2{} objects Server Time
19 Nov 2024 12:54:32 EST (-0500)
  NURBS as mesh2{} objects (Message 1 to 5 of 5)  
From: Tor Olav Kristensen
Subject: NURBS as mesh2{} objects
Date: 25 Mar 2002 16:26:24
Message: <3C9F94CE.8E62A884@hotmail.com>
I have just posted some POV macros
and a sample scene for this to
povray.text.scene-files.

http://news.povray.org/povray.text.scene-files/23250/
news://news.povray.org/3C9F86D5.778C126F%40hotmail.com

They are more macros to come and I
will probably improve the ones I have
now later.

See also this post for a sample NURBS
surface generated by these macros:

http://news.povray.org/povray.binaries.images/23091/


Tor Olav


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From: Hugo
Subject: Re: NURBS as mesh2{} objects
Date: 25 Mar 2002 18:50:44
Message: <3c9fb7d4$1@news.povray.org>
This looks incredibly interesting. You've done a superb coding job. I'm
amazed! I will experiment with this for sure. At the moment I only know that
nurbs are a kind of spline. I browsed your links but the math is not going
to clarify my mind. I suppose we are some people here, who needs simple
toturials. :o)  I see you're a busy person so you don't have to write them.
I'll invite people to test this and share our results!


Best regards,
Hugo


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From: Tor Olav Kristensen
Subject: Re: NURBS as mesh2{} objects
Date: 27 Mar 2002 17:52:39
Message: <3ca24d37@news.povray.org>
"Hugo" <hua### [at] post3teledk> skrev i melding
news:3c9fb7d4$1@news.povray.org...
> This looks incredibly interesting. You've done a superb coding job. I'm
> amazed! I will experiment with this for sure. At the moment I only know
that
> nurbs are a kind of spline. I browsed your links but the math is not going
> to clarify my mind. I suppose we are some people here, who needs simple
> toturials. :o)  I see you're a busy person so you don't have to write
them.
> I'll invite people to test this and share our results!

Thank you very much Hugo !

The NURBS math may look somewhat scary at a
first glance, but if you work through each of the
necessary math steps, then you'll see that each step
isn't that big. Just remember to test and experiment
with POV as you go.

I frequently do such POV-tests along the way when
reading about new stuff. In that way I'm able to
verify that I've understood it right.

Note that in order to optimize the declarations of the
functions, my code makes some of the expressions
look very obfuscated.

If there's anything in my code that you have specific
questions about, then feel free to ask. (But I cannot
promise you quick answers.)

And: I will be happy to see yours and others NURBS
experiments !


Tor Olav


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From:
Subject: Re: NURBS as mesh2{} objects
Date: 28 Mar 2002 03:13:29
Message: <j1k5aukpud9bb59p5c4mokhcigkmf5hv84@4ax.com>
On Wed, 27 Mar 2002 23:54:40 +0100, "Tor Olav Kristensen"
<tor### [at] hotmailcom> wrote:
> Note that in order to optimize the declarations of the
> functions, my code makes some of the expressions
> look very obfuscated.

btw Tor, have you tried parametric sourface for those NURBS ?
I wonder how slow it could be (probably very) and hom much memory it could
use.

ABX
--
disc{z,-z#macro O()asc(substr("-+((1*(,1,/.-,*/(,&.323/'1"e,1))*.1-4#declare
e=e-1;#end#local e=26;5pigment{#local g=function(_){ceil(_)-_}function#local
k=function{pattern{object{sphere_sweep{linear_spline 13#while(e)<O(),O()//35
>.01#end}}}}{k(g(atan2(x,y)),g(ln((y+x)^2+1e-5)),0)}}finish{ambient 1}}//ABX


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From: Tor Olav Kristensen
Subject: Re: NURBS as mesh2{} objects
Date: 29 Mar 2002 19:31:33
Message: <3ca50765@news.povray.org>

news:j1k5aukpud9bb59p5c4mokhcigkmf5hv84@4ax.com...
> On Wed, 27 Mar 2002 23:54:40 +0100, "Tor Olav Kristensen"
> <tor### [at] hotmailcom> wrote:
> > Note that in order to optimize the declarations of the
> > functions, my code makes some of the expressions
> > look very obfuscated.
>
> btw Tor, have you tried parametric sourface for those NURBS ?
> I wonder how slow it could be (probably very) and hom much memory it could
> use.

No, I have not tried them as parametric{} yet,
because I suspect them to be unbearable slow.

But I did try it with the functions that my Bezier
macros generates. And those functions were much
smaller than the NURBS functions, so I think that
I'll just stick to mesh2{} for NURBS hereafter.

But maybe I should some small tests to find out
how slow parametric{} shapes can be for such
practical purposes.


Tor Olav


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