POV-Ray : Newsgroups : povray.programming : Blob to mesh patch! Server Time
28 Jul 2024 22:30:31 EDT (-0400)
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From: Nathan Kopp
Subject: Re: Blob to mesh patch!
Date: 3 Aug 1999 18:34:39
Message: <37A76E3D.B2548590@Kopp.com>
Nieminen Mika wrote:
> 
>   Is the rendering of a (big) mesh really so much faster that's worth the
> efforts?
>   I think that you will only end mesh^Hsing up things... :)

Actually, I think it would be.  Rendering time for meshes does not increase
greatly in relation to the number of triangles (a logarithmic algorithm
speed, if I understand correctly), whereas blobs get quite slow when a
large number of elements are used (at least a linear algorigm speed).
So the benifit would probably only be seen in blobs with many elements
and on systems with lots of RAM.

The real benifit here is when this is extended to isosurfaces.  
General isosurfaces (and blobs are simply a special type of isosurface)
render fairly slowly in POV under the current implementation, so turning
them into meshes could be a very good thing.

-Nathan


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From: Nieminen Mika
Subject: Re: Blob to mesh patch!
Date: 4 Aug 1999 02:54:05
Message: <37a7e38d@news.povray.org>
Nathan Kopp <Nat### [at] koppcom> wrote:
: The real benifit here is when this is extended to isosurfaces.  

  I would like to see how do you triangulate a z=sin(x)+sin(y) surface... :)

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Alexander Enzmann
Subject: Re: Blob to mesh patch!
Date: 4 Aug 1999 07:06:20
Message: <37A81F2E.3613F111@mitre.org>
Nieminen Mika wrote:
> 
> Nathan Kopp <Nat### [at] koppcom> wrote:
> : The real benifit here is when this is extended to isosurfaces.
> 
>   I would like to see how do you triangulate a z=sin(x)+sin(y) surface... :)
> 

Ummm, bad example - since that equation is of the form z = f(x, y), you
can parameterize & generate a nice surface quickly.  Building a
heightfield from it would also take little time...

Something like this Lundin surface would be better (k, d constant - 0.5
and 1 are nice values):
   x - d * sin(k / z))^2 + (y - d * cos(k / z))^2 + z^2 - 1 = 0

The closer to the origin you get, the more the oscillation.

Xander


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From: Anders Haglund
Subject: Re: Blob to mesh patch!
Date: 4 Aug 1999 08:06:49
Message: <37a82cd9@news.povray.org>
Remco de Korte <rem### [at] xs4allnl> wrote in message
news:37A6C7F4.5ADD958F@xs4all.nl...
> If I understand it correctly the advantage of this would be that if you
convert
> a blob to a mesh you'd have the surface-coordinates (triangles). I guess
you
> could find those with the trace-function in the Superpatch but with a mesh
you'd
> have them in a handy format (I hope). I think blobs are great but I've
often
> wished I could convert them to a mesh, for instance for morphing in an
> animation. Let's just hope Arne gets it figured out.
> Go, Arne, go!
> ;-)
Well, the triangularization (is that the right spelling?) is done in parsing
time but the triangles could be dumped to a file for external manipulation
or just to save time the next time it renders. I haven't made such a routine
but it's done in just a couple of minutes or so =).
btw, my name is Anders... I was using my fathers news reader :)

/Anders


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From: Remco de Korte
Subject: Re: Blob to mesh patch!
Date: 4 Aug 1999 08:33:43
Message: <37A83358.3A784AF@xs4all.nl>
Anders Haglund wrote:
> 
> Remco de Korte <rem### [at] xs4allnl> wrote in message
> news:37A6C7F4.5ADD958F@xs4all.nl...
> > If I understand it correctly the advantage of this would be that if you
> convert
> > a blob to a mesh you'd have the surface-coordinates (triangles). I guess
> you
> > could find those with the trace-function in the Superpatch but with a mesh
> you'd
> > have them in a handy format (I hope). I think blobs are great but I've
> often
> > wished I could convert them to a mesh, for instance for morphing in an
> > animation. Let's just hope Arne gets it figured out.
> > Go, Arne, go!
> > ;-)
> Well, the triangularization (is that the right spelling?) is done in parsing
> time but the triangles could be dumped to a file for external manipulation
> or just to save time the next time it renders. I haven't made such a routine
> but it's done in just a couple of minutes or so =).
> btw, my name is Anders... I was using my fathers news reader :)
> 
> /Anders

Well, I'm fond of inc-files full of raw data so if it is possible to write the
triangle-data to file (preferrable not even as triangles) that would really be
great!

Go, Anders, go!

??

Remco


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From: Nieminen Mika
Subject: Re: Blob to mesh patch!
Date: 4 Aug 1999 10:24:39
Message: <37a84d27@news.povray.org>
Alexander Enzmann <xan### [at] mitreorg> wrote:
: Ummm, bad example - since that equation is of the form z = f(x, y), you
: can parameterize & generate a nice surface quickly.

  The point was the the surface is infinite and you would have to calculate
an infinite number of triangles to triangulate it.

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Nieminen Mika
Subject: Re: Blob to mesh patch!
Date: 4 Aug 1999 10:30:22
Message: <37a84e7e@news.povray.org>
Remco de Korte <rem### [at] xs4allnl> wrote:
: Well, I'm fond of inc-files full of raw data so if it is possible to write the
: triangle-data to file (preferrable not even as triangles) that would really be
: great!

  Perhaps it could write it in pcm-format so that they can be used with
the pcm macro and grow hair to the bolbs ;)

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Remco de Korte
Subject: Re: Blob to mesh patch!
Date: 4 Aug 1999 10:33:34
Message: <37A84F72.D24A493F@xs4all.nl>
Nieminen Mika wrote:
> 
> Remco de Korte <rem### [at] xs4allnl> wrote:
> : Well, I'm fond of inc-files full of raw data so if it is possible to write the
> : triangle-data to file (preferrable not even as triangles) that would really be
> : great!
> 
>   Perhaps it could write it in pcm-format so that they can be used with
> the pcm macro and grow hair to the bolbs ;)
> 

I'd prefer it in raw format, for instance just three sets of three coordinates.
That way you can do with it whatever you want, also in the pcm macro. You could
even grow hair on your back.

Remco


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From: Nathan Kopp
Subject: Re: Blob to mesh patch!
Date: 4 Aug 1999 21:38:17
Message: <37A8EAC4.65011636@Kopp.com>
Well, of course it wouldn't work in all instances, but that doesn't mean it
is without merit.

-Nathan

Nieminen Mika wrote:
> 
> Nathan Kopp <Nat### [at] koppcom> wrote:
> : The real benifit here is when this is extended to isosurfaces.
> 
>   I would like to see how do you triangulate a z=sin(x)+sin(y) surface... :)
> 
> --
> main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Nieminen Mika
Subject: Re: Blob to mesh patch!
Date: 5 Aug 1999 05:44:52
Message: <37a95d14@news.povray.org>
Remco de Korte <rem### [at] xs4allnl> wrote:
: I'd prefer it in raw format, for instance just three sets of three coordinates.

  But the pcm-format _is_ a raw format. The only non-raw thing it has
is a string at the beginning: "PCM1"

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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