> It's probably worth posting some images on your wiki log of BRL-CAD
models raytraced using breps in their trees instead of implicits - m35
(component is the toplevel truck object) and havoc, especially.

 OK. I will post them tomorrow. I have converted them already, but the raytrace 
of brep objects really takes a long time. -_-


> I see you have dsp marked as implemented - is that using the
dsp->nmg->brep route?  (If so that's OK for now - dsp's "best" mode is
a smoothed mode, but converting that is likely to require some surface
fitting code that I'm working on for a different purpose.)

No. It doesn't use the dsp->nmg->brep route. The conversion first creates the 
bottom surface and the four side surfaces, and at last creates the top surface 
using ON_BezierSurface, setting the control points according to the DSP points.

> We've reached a bit of an interesting point.   Metaball is difficult,
and only marginally interesting at the moment...  the most likely
approach there is to use the marching cubes based facetization and
"smoothly" fit that, but then we're back to needing the same fitting
code that dsp will require.

 You mean using the ->nmg->brep routine for metaball? But I found the 
facetization result is not ideal, far from smooth. So I wonder if we can use 
NURBS surfaces to represent these smooth surfaces. But if there is not an easy 
solution, that routine would be the only choice for now.

> I would suggest looking at the superell, but it will be slightly
different from the ones you have looked at to date in that we do not
have a fully working implicit raytrace of that primitive.  It may be
that using NURBS surfaces for the superell raytracing will prove to be
the first effective way to handle it.


 Yeah, I'd like to go on with the superell too. I also found the raytrace of 
the implicit primitive really strange, which makes me confused with its 
definition. The link you offer will be of great help.


Cheers!
Wu
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