04:09.54 |
brlcad |
hmm, that was |
04:10.11 |
brlcad |
a bit slowly |
04:10.23 |
brlcad |
presented for my taste |
04:10.31 |
brlcad |
arrr |
04:26.38 |
Maloeran |
Yes, the guy didn't seem very fast |
04:26.57 |
Maloeran |
But he actually picked my curiosity. As far as
I can see, you can not have continuity with bezier
triangles |
04:29.25 |
Maloeran |
Unless of course the two triangles have the
same size exactly, which is... not very practical |
04:30.26 |
Maloeran |
I need to look over my curved facets again, it
has been like an year since I wrote that and got attracted by more
shiny problems |
04:47.32 |
brlcad |
it's an interesting problem, but seems like a
rather limited utility domain |
04:48.14 |
Maloeran |
Not if the continuity is preserved for any
mesh of triangles, if it's flexible and fast |
04:48.17 |
brlcad |
i mean perhaps if it were ubiquitous and
implemented in hardware, esposed by opengl 4.0 or something,
etc |
04:48.24 |
Maloeran |
Then you save a whole lot of memory to
represent, let's say, an apple |
04:49.27 |
brlcad |
i mean topologically and representation wise,
it doesn't buy you much over a nurbs |
04:49.39 |
brlcad |
other than the potential to evaluate lower
order |
04:50.00 |
Maloeran |
Oh, but nurbs are horribly costly to
intersect |
04:50.11 |
brlcad |
that's what I mean |
04:50.18 |
Maloeran |
The point is to have some very simple curved
facets, as simple as they can be, which are very fast to
intersect |
04:50.21 |
brlcad |
it's lower order, so considerably
faster |
04:51.39 |
Maloeran |
Yes... but typical nurbs are still rather
expensive, even low order ones |
04:52.13 |
Maloeran |
My idea is rather simple, I think we'll go
over that tomorrow afternoon |
04:52.33 |
brlcad |
if you can't go from implicit or nurbs to
these bezier triangles or whatever you want to call them,
faithfully.. |
04:53.15 |
Maloeran |
I'm thinking CSG -> curved facets could be
really nice |
04:53.52 |
Maloeran |
or high order nurbs -> curved
facets |
04:54.04 |
Maloeran |
I don't believe much in transforming triangles
into curved facets |
04:54.18 |
brlcad |
i wasn't disputing that nurbs are expensive, I
was saying that topologically and representation wise, it doesn't
buy you much other than that evaluation diff |
04:54.30 |
Maloeran |
Right |
04:55.39 |
brlcad |
i'm sure there's probably some tradeoff
difference there as well depending on how many curvies you'd need
to faithfully represent the equivalent patch/implicit |
04:56.30 |
brlcad |
curvies, I like that |
04:56.34 |
Maloeran |
Quite true. What I'm thinking is that we could
reach better accuracy, performance and memory use with such curved
facets rather than triangles |
04:56.46 |
Maloeran |
For some surfaces anyway |
04:56.53 |
brlcad |
yeah, that would be nice |
04:57.10 |
brlcad |
though I'm curious about a couple of the
papers tomorrow regarding fast nurbs evaluation |
04:57.29 |
Maloeran |
I briefly shared some theory with Lee and Erik
last month, but apparently, I'm not supposed to work on this stuff
before all the other requirements are met |
04:57.48 |
brlcad |
you can work on whatever you want |
04:57.51 |
brlcad |
just not on the clock :) |
04:57.53 |
Maloeran |
Yes, let's hope it's better than what's
presently on the internet |
04:58.06 |
Maloeran |
Oh, true :) |
04:59.30 |
brlcad |
"not supposed to work on XXX" sometimes also
just means don't talk about XXX while working too ;) |
05:08.57 |
Maloeran |
*nods* I'm getting the idea :) |
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