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From: Ken
Subject: Font Patch/Feature Request
Date: 17 Dec 1999 02:13:06
Message: <3859E0AB.E4E35BB8@pacbell.net>
Greetings,

  There seems to be some talented patch warriors in the groups these
days and perhaps one of you would like to tackle a new challenge.

  How about a method of auto beveling and or rounding the face of
text objects ?

  Certainly there are methods to do this outside the text object by
using lots of CSG or it can be done by way of third party programs
but I have little doubt that it would make a lot of people happy to
have this ability as an internal function of the text object in
POV-Ray itself.

Any takers ?

--
Wishing you Seasons Greetings, A Merry Christmas, and A Happy New Year !

Ken Tyler -  1200+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Nieminen Juha
Subject: Re: Font Patch/Feature Request
Date: 17 Dec 1999 06:26:17
Message: <385a1dd9@news.povray.org>
Ken <tyl### [at] pacbellnet> wrote:
:   How about a method of auto beveling and or rounding the face of
: text objects ?

  It would be really cool if it was possible to specify the smoothness
of the surfaces of the text objects. This would be achieved by modifying
the normal of the (front and back) surface (now the surface is just flat).

-- 
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: Ron Parker
Subject: Re: Font Patch/Feature Request
Date: 17 Dec 1999 08:20:37
Message: <385a38a5@news.povray.org>
On Thu, 16 Dec 1999 23:05:15 -0800, Ken wrote:

>  There seems to be some talented patch warriors in the groups these
>days and perhaps one of you would like to tackle a new challenge.
>
>  How about a method of auto beveling and or rounding the face of
>text objects ?

For my contribution, I can dig up a paper I was reading the other
day on piecewise cubic approximation of parallels to cubic bezier 
curves.

-- 
These are my opinions.  I do NOT speak for the POV-Team.
The superpatch: http://www2.fwi.com/~parkerr/superpatch/
My other stuff: http://www2.fwi.com/~parkerr/traces.html


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From: Ken
Subject: Re: Font Patch/Feature Request
Date: 17 Dec 1999 08:46:18
Message: <385A3EAE.30374125@pacbell.net>
Ron Parker wrote:
> 
> On Thu, 16 Dec 1999 23:05:15 -0800, Ken wrote:
> 
> >  There seems to be some talented patch warriors in the groups these
> >days and perhaps one of you would like to tackle a new challenge.
> >
> >  How about a method of auto beveling and or rounding the face of
> >text objects ?
> 
> For my contribution, I can dig up a paper I was reading the other
> day on piecewise cubic approximation of parallels to cubic bezier
> curves.

As you are one of those who would probably know how is the text object
represented internaly ?

-- 
Wishing you Seasons Greetings, A Merry Christmas, and A Happy New Year !


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From: Ron Parker
Subject: Re: Font Patch/Feature Request
Date: 17 Dec 1999 09:27:03
Message: <385a4837@news.povray.org>
On Fri, 17 Dec 1999 05:46:22 -0800, Ken wrote:
>
>
>Ron Parker wrote:
>> 
>> On Thu, 16 Dec 1999 23:05:15 -0800, Ken wrote:
>> 
>> >  There seems to be some talented patch warriors in the groups these
>> >days and perhaps one of you would like to tackle a new challenge.
>> >
>> >  How about a method of auto beveling and or rounding the face of
>> >text objects ?
>> 
>> For my contribution, I can dig up a paper I was reading the other
>> day on piecewise cubic approximation of parallels to cubic bezier
>> curves.
>
>As you are one of those who would probably know how is the text object
>represented internaly ?

There's a good chance of it. 

It's represented as a CSG union, with each glyph being a separate object.
A glyph is represented internally as a series of quadratic curves.  

To test for insideness, POV first makes sure the point is between the front
and back planes of the glyph, then makes sure the projection of the point
into X,Y space falls inside the glyph representation by counting crossings.

To intersect a ray, POV first finds the intersection points of the ray 
with the front and back planes.  Those points are projected onto the plane
and tested to make sure they're inside the glyph representation before
being pushed onto the intersection stack.  Finally, it projects the ray
itself into the plane (skipping the case where the ray is parallel to the
extrusion direction) and tests the projection of the ray against each curve
in the glyph representation.

Clear as mud, right?

Anyway, the result is that if you want to do bevels or rounds you need 
an algorithm for finding the parallels to quadratic curves (not 
cubics... guess that article won't help much.)  Ideally, the algorithm
would be fast and cheap, because it's likely to get called a lot for
testing insideness in the beveled region, and probably for doing 
intersection testing as well.  I suspect rounded edges would have to
be approximated by multiple bevels with some normal modification to 
conceal the facets, but if you manage to handle that you could
produce just about any sort of bevel you might desire (though the code
would be simplified if you limited the bevel profile to bijective 
mappings from R to R.)

-- 
These are my opinions.  I do NOT speak for the POV-Team.
The superpatch: http://www2.fwi.com/~parkerr/superpatch/
My other stuff: http://www2.fwi.com/~parkerr/traces.html


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From: Ken
Subject: Re: Font Patch/Feature Request
Date: 17 Dec 1999 10:43:24
Message: <385A59FA.65142460@pacbell.net>
Ron Parker wrote:

> It's represented as a CSG union, with each glyph being a separate object.
> A glyph is represented internally as a series of quadratic curves.

> Clear as mud, right?

Absotutely !

Thank you for your explaination. I think I got about 50% of it and that is
more than I expected after the first glance I took at your reply.

-- 
Wishing you Seasons Greetings, A Merry Christmas, and A Happy New Year !


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From: TonyB
Subject: Re: Font Patch/Feature Request
Date: 17 Dec 1999 10:59:02
Message: <385a5dc6@news.povray.org>
>For my contribution, I can dig up a paper I was reading the other
>day on piecewise cubic approximation of parallels to cubic bezier
>curves.


I have no idea what you just said, but it sounds intelligent, so good luck
with this new project. =)


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From: Ken
Subject: Re: Font Patch/Feature Request
Date: 17 Dec 1999 11:10:02
Message: <385A602C.B99089BE@pacbell.net>
Ron Parker wrote:

> Anyway, the result is that if you want to do bevels or rounds you need
> an algorithm for finding the parallels to quadratic curves (not
> cubics... guess that article won't help much.)

http://www.math.niu.edu/~rusin/papers/known-math/95/equiv.cls  ???

-- 
Wishing you Seasons Greetings, A Merry Christmas, and A Happy New Year !
Ken Tyler -  1200+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Jerome M  BERGER
Subject: Re: Font Patch/Feature Request
Date: 17 Dec 1999 13:16:06
Message: <36794A19.5F19F94A@enst.fr>
Ken wrote:
> 
> Greetings,
> 
>   There seems to be some talented patch warriors in the groups these
> days and perhaps one of you would like to tackle a new challenge.
> 
>   How about a method of auto beveling and or rounding the face of
> text objects ?
> 
>   Certainly there are methods to do this outside the text object by
> using lots of CSG or it can be done by way of third party programs
> but I have little doubt that it would make a lot of people happy to
> have this ability as an internal function of the text object in
> POV-Ray itself.
> 
> Any takers ?
> 
	Wouldn't the object pattern used as an isosurface do that?

		Jerome
-- 
*******************************

* they'll tell you what can't * mailto:ber### [at] inamecom
* be done and why...          * http://www.enst.fr/~jberger
* Then do it.                 *
*******************************


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From: Ron Parker
Subject: Re: Font Patch/Feature Request
Date: 17 Dec 1999 13:20:04
Message: <385a7ed4@news.povray.org>
On Thu, 17 Dec 1998 10:14:49 -0800, Jerome M. BERGER wrote:
>	Wouldn't the object pattern used as an isosurface do that?

The proximity pattern would handle rounded edges.  The object pattern
wouldn't work very well as an isosurface, as it's discontinuous and 
piecewise constant.

-- 
These are my opinions.  I do NOT speak for the POV-Team.
The superpatch: http://www2.fwi.com/~parkerr/superpatch/
My other stuff: http://www2.fwi.com/~parkerr/traces.html


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