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Hi all!
I'm looking for a method to calculate positions in order
to place objects with N radius onto a sphere with R radius.
These small objects shouldn't intersect each other (as less
as possible), but cover the entire sphere.
I need this to generate positions for some CSG-Hairs to
get a furball (the last try was suspected to be fireworks...)
I'm thankful for any link or help regarding this, and do
note that I'm the kinda guy who likes to script the required
algorithms himself...
Thanks,
Tim
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
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On Tue, 27 Aug 2002 18:40:36 +0200, "Tim Nikias" <tim### [at] gmxde> wrote:
> I'm looking for a method to calculate positions in order
> to place objects with N radius onto a sphere with R radius.
http://www.math.niu.edu/~rusin/known-math/index/spheres.html
ABX
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Tim Nikias wrote:
>
> Hi all!
>
> I'm looking for a method to calculate positions in order
> to place objects with N radius onto a sphere with R radius.
> These small objects shouldn't intersect each other (as less
> as possible), but cover the entire sphere.
http://astronomy.swin.edu.au/~pbourke/geometry/spherepoints/index.html
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 13 Aug. 2002 _____./\/^>_*_<^\/\.______
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Try dissecting this macro I wrote a couple of years ago. It basically
triangulates a sphere to 'n' iterations (like a geodesic sphere). The
limitation here is that you are restricted to the number of points related
to the iteration level 'n' (I don't know the formula off the top of my
head). I did this a long time ago and my brain isn't functioning properly
at the moment to be of any further help...
-tgq
#macro Geodesic(n,R,Obj)
union{
#if (n=0)
object{Obj}
#else
#local nL=2^(n-1);
#local i=-nL;
#while (i<=nL)
#local nS=4*(nL-abs(i));
#if (nS=0)
object{Obj translate<0,0,-R> rotate x*i*90/nL}
#else
#local j=0;
#while (j<nS)
object{Obj translate<0,0,-R> rotate x*i*90/nL rotate y*j*360/nS}
#local j=j+1;
#end
#end
#local i=i+1;
#end
#end
}
#end
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"TinCanMan" <Tin### [at] hotmailcom> wrote:
> ... . The
> limitation here is that you are restricted to the number of points related
> to the iteration level 'n' (I don't know the formula off the top of my
> head).
If you're really doing "standard" triangulation of a sphere with equidistant
points, then it should be something like s*(4^n) triangles where s is the
number of the starting triangles (its easy if you start with an octaeder)
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Tim Nikias <tim### [at] gmxde> wrote in message
news:3d6bab55$1@news.povray.org...
Start with a cube. If you ever want to color the hairs in any type of
organized fashion you will be glad you did. I played around with several
different ways of dividing a sphere, and this is by far the most versatile.
-Shay
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This looks like the most easy one to implement and the example
pic shows that it really is what I'm looking for...
Thanks for this one...
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
> >
> > I'm looking for a method to calculate positions in order
> > to place objects with N radius onto a sphere with R radius.
> > These small objects shouldn't intersect each other (as less
> > as possible), but cover the entire sphere.
>
> http://astronomy.swin.edu.au/~pbourke/geometry/spherepoints/index.html
>
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There are a lot of links, and the mathematical descriptions
are sometimes a little above me, but I'll keep the links and
see if I can find something more efficient and more versatile
than what Christoph posted. Nontheless, thanks!
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
> > I'm looking for a method to calculate positions in order
> > to place objects with N radius onto a sphere with R radius.
>
> http://www.math.niu.edu/~rusin/known-math/index/spheres.html
>
> ABX
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Are you referring to the method described in Christoph's
link on the bottom "Uniform Distribution - Hypercube rejection
method"? It does look interesting, solving how to let it us
a given number of positions might be interesting though...
Also, texturing the hairs shouldn't be too difficult anyways,
I can always use the base-position for calculations,
can't I?
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
> Start with a cube. If you ever want to color the hairs in any type of
> organized fashion you will be glad you did. I played around with several
> different ways of dividing a sphere, and this is by far the most
versatile.
>
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Tim Nikias wrote:
>
> Hi all!
>
> I'm looking for a method to calculate positions in order
> to place objects with N radius onto a sphere with R radius.
> These small objects shouldn't intersect each other (as less
> as possible), but cover the entire sphere.
>
> I need this to generate positions for some CSG-Hairs to
> get a furball (the last try was suspected to be fireworks...)
>
> I'm thankful for any link or help regarding this, and do
> note that I'm the kinda guy who likes to script the required
> algorithms himself...
See Also - http://www.ogre.nu/sphere.htm
--
Ken Tyler
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