On Jul 19, 2013, at 7:31 PM, Clifford Yapp wrote:
> On Fri, Jul 19, 2013 at 10:07 AM, Christopher Sean Morrison
> wrote:
>
> It's a shame we have to use Bezier patches at all. I wonder if sorting
> through the surface tree to find overlapping subregions would be faster
> (since it's work we
On Fri, Jul 19, 2013 at 10:07 AM, Christopher Sean Morrison
wrote:
>
> On Jul 19, 2013, at 7:32 AM, Clifford Yapp wrote:
>
> > Excellent picture, that helps a lot - yes, I think we agree, as long as
> that other paper's assertion that once we're down to Bezier patches we
> won't have any "patch in
On Jul 19, 2013, at 7:32 AM, Clifford Yapp wrote:
> Excellent picture, that helps a lot - yes, I think we agree, as long as that
> other paper's assertion that once we're down to Bezier patches we won't have
> any "patch internal" shared sub-surface intersection activity without
> involving th
On Thu, Jul 18, 2013 at 11:47 PM, phoenix <284281...@qq.com> wrote:
> As currently we can get the boundary curve segments of the overlap regions
> (with "noisy" segments), the next we should do may be to construct the
> overlap regions with the boundary information. See the figure attached. In
>
> The general idea is to use the quasi-interpolating net (which apparently can
> be generated with a maximum distance epsilon from the parent Bezier patch)
> for ray tracing, but I was wondering - since we're talking about Bezier
> sub-patches of NURBS surfaces in the first place, could you cons
Wu, had an idea on finding sub-patches that are shared between surfaces -
there's a 2008 paper:
*
"A Geometric Algorithm for Ray/Bezier Surfaces Intersection using
Quasi-interpolating Control Net"*, Yohan Fougerolle, Sandrine Lanquetin,
Marc Neveu, Thierry Lauthelier, Conference on Signal-Image Tec