POV-Ray : Newsgroups : povray.general : Envelope deformation : Re: Envelope deformation Server Time
8 Aug 2025 12:37:05 EDT (-0400)
  Re: Envelope deformation  
From: Bald Eagle
Date: 24 Jul 2025 10:40:00
Message: <web.688244cd27ff6620a2cb7a7025979125@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:

> So, the idea is that if you start with a unit square (or you divide your mesh
> coordinates by the bounding box extents to give u,v parameters, then you can
> just plug in the coordinates of a vertex and directly calculate the new position
> based on any (re)arrangement of the control points.
>
> I'm just suggesting that this be done in 3D with a full complement of additional
> control points for the spatial version.
> So that would be 64 points with u,v,w coordinates.
>
> There are only 64 control points, and assembling the polynomial equation(s)
> shouldn't be too difficult.  I would imagine that the speed would depend mostly
> on the number of triangles in your mesh.

I used the code from one of my monograph illustrations to form the basis for
rewriting an expanded Bernstein polynomial equation.
Set up the 64 control points.
Added an extra loop to show the extended control grid.

Seems to work when it just sits there and does nothing.  ;)

Need to get a low poly mesh and start moving control points around.

- BE


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