Hello all, while I attempted to start discussion on forum, it brought no response.
Still, starting to look at Blender features, and being impressed by new opportunities which both bmesh and nurbs branch present I started to look further. I might be wrong at places, because I just starting to familarize myself with Blender and it's codebase, still if I'm completely off, it is easy to point. But back to my thoughts, I asked myself is it possible to bring them together? Looks like yes, and much details are in this ( 91 Mb ) course http://alice.loria.fr/publications/papers/2007/SigCourseGeoProc/modeling-course.pdf there are even two libraries which might be of use cgal ( might be download here https://gforge.inria.fr/frs/?group_id=52 , official site www.cgal.org - some code is LGPL but some QPL, but still can be looked at ) and openmesh http://www.openmesh.org which is completely LGPL I would like to mention few sources which nurbs team addressed http://www.cl.cam.ac.uk/research/rainbow/projects/subdnurbs/nurbswep.html - source code, paper and demo video (more docs of the same author are here http://www.people.usi.ch/cashmant/ ) and which I personally found http://www.levien.com/phd/thesis.pdf approach to fit curves to points better http://hss.ulb.uni-bonn.de:90/2008/1614/1614a.pdf approach to tessellate trimmed surfaces without visual errors ( code is in OpenSG scene graph and can be used besides OpenSG whole code) http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.87.4855&rep=rep1&type=pdfconverting Catmull-Clark Subdivision Surfaces with Bicubic Patches by Loop C. and Schaefer S. - can be used to combine both ease of use of subsurfaces for artists with power of bi-cubic patches. something here too http://faculty.cs.tamu.edu/schaefer/research/ ( sorry for lot of links it is just I did not seen that there is something like wiki page or like in this direction, so maybe too much noise, but still I have just one idea in mind - if the roadmap would be laid out in this direction ). <http://faculty.cs.tamu.edu/schaefer/research/> looks like a lot of work, still freely blend nurbs and meshes, deform, simplify these combined models will be quite a great feature for artists. looks like Blender is almost there, but will there be a roadmap to bring it all to final desired feature set and what could/should be used , made as steps to achieve that ( considering available codebase )? Regards Sergey _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers