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00:12.39 |
csanyipal |
so long |
00:34.55 |
brlcad |
there is also a "plane" primitive .. the
"half" halfspace primitive will make an infinite plane |
01:10.06 |
Ralith |
brlcad, ah, cool. What happens when you try to
intersect something with it? |
01:25.53 |
brlcad |
it does what you'd expect -- it's "half" of
infinity, so if you intersect a vehicle with it, you'll get a
cutting plane |
01:26.11 |
Ralith |
oh |
01:26.14 |
Ralith |
not the kind of plane I had in mind |
01:26.29 |
brlcad |
what did you have in mind? |
01:26.38 |
brlcad |
it's not infinitely thin |
01:26.53 |
Ralith |
infinitely thin was what I was going
for |
01:26.57 |
brlcad |
ah |
01:27.10 |
brlcad |
solid modeling, everything has to have a
thickness ;) |
01:27.17 |
Ralith |
that's what I thought |
01:28.10 |
brlcad |
it would be interesting/useful to have a
user-specific non-zero thickness parameter, but then that wouldn't
be a halfspace any longer unless they specified infinity |
01:28.35 |
Ralith |
nothing wrong with a rename. |
01:28.52 |
brlcad |
you can get the same effect with two
halfspaces that overlap with whatever thickness |
01:29.02 |
Ralith |
thought that might work; neat |
01:29.37 |
brlcad |
it's not an optimized primitive, so depending
on what you're doing -- you might be much better off using arb8's
anyways |
01:29.47 |
Ralith |
optimized? |
01:30.23 |
brlcad |
it'll slow down a ray-trace
rendering |
01:31.12 |
Ralith |
ah. |
01:31.58 |
brlcad |
most of the primitives are optimized, but not
the way that one is implemented given how it extends to infinity --
every ray has to test against it |
01:32.31 |
Ralith |
seems pretty quick to test against,
though |
01:32.37 |
brlcad |
so like if you wanted to chop an object in
half, it'd usually be much faster to use a box instead of a
half |
01:35.01 |
Ralith |
so I think we've discussed this before but I
don't recall the details and I have more questions anyway; what
is/will be the most effective way to get a 2D slice through an
object with as little data loss as possible, for purposes such as
g-code generation? |
01:35.56 |
Ralith |
the best I can come up with right now is make
a very thin slice and do a orthographic render at very high from
directly overhead, then fit splines to it. |
01:36.06 |
Ralith |
but that's really cheating. |
01:36.15 |
Ralith |
at very high resolution* |
01:45.04 |
brlcad |
that's a perfectly viable approach actually,
not far off what some of the commercial engines do
effectively |
01:45.40 |
Ralith |
yes, it would *work* |
01:46.14 |
Ralith |
but I'd feel so much better about a workflow
that didn't deliberately drop information and then desperately try
to reconstruct as much as possible |
01:46.49 |
brlcad |
naturally ;) |
01:47.24 |
Ralith |
not to mention the complexities and accuracy
issues of path tracing algos in and of themselves. |
01:48.41 |
brlcad |
you could get that pretty accurate just
because you'd have knowledge of object boundaries |
01:48.57 |
brlcad |
mostly limited by your sampling resolution,
which could be pretty intense as needed |
01:49.03 |
brlcad |
but like you said, less than ideal |
01:49.50 |
brlcad |
the alternate approach requires brep support
to be complete |
01:50.25 |
brlcad |
you'd request a brep outline for all objects
and then project them onto a plane |
01:50.59 |
Ralith |
so is brep support something that's being
evaluated, or even developed? |
01:51.22 |
brlcad |
it's the top-priority of the year, been under
development for over a year now |
01:51.34 |
Ralith |
oo! |
01:51.37 |
Ralith |
encouraging! |
01:51.42 |
brlcad |
there's basic support in there
already |
01:51.50 |
Ralith |
how far along would you say things
are? |
01:51.54 |
brlcad |
some forms will even ray-trace
correctly |
01:52.04 |
Ralith |
forms? |
01:52.29 |
brlcad |
different types of surface
evaluations |
01:53.11 |
brlcad |
if you fire a ray at an object, do you get 1,
2, 3, 4, ... N intersections with the surface, when are you
inside/outside, how to deal with numerical instability,
etc |
01:53.30 |
Ralith |
ah. |
01:53.32 |
brlcad |
there are a lot of problems that need to be
solved still, but this is being driven by several
priorities |
01:53.40 |
Ralith |
great! |
01:53.41 |
Ralith |
:D |
01:54.02 |
Ralith |
this is one of the things I like about
BRL-CAD |
01:54.14 |
brlcad |
the brep/nurbs work is the foudation of
interactive (opengl) visualizations, step conversion support, and
more |
01:54.41 |
Ralith |
as a project, it has a great tendency to
already be working on all the really neat ideas that you generally
don't see bandied about outside of theory. |
01:55.52 |
Ralith |
so that's how it relates to the tesselation
stuff. Remembered you saying something about that last time this
came up but didn't follow the connection. |
01:56.21 |
Ralith |
thanks for the info :) |
01:56.43 |
brlcad |
the same thing that would let us ask for a
contour for projection onto a plane to get splines is basic to the
brep form |
01:57.17 |
brlcad |
from there, you can easily tessellate as it
(presuming we have implemented csg evaluation of brep-on-brep
objects) |
01:57.36 |
Ralith |
what field of study most completely
encompasses this sort of thing? |
01:57.48 |
brlcad |
http://brlcad.org/BRL-CAD_Priorities.png
<-- bottom-left priority |
01:57.56 |
Ralith |
computational gemoetry? |
01:58.27 |
brlcad |
er, loosely/sorta/not-really |
01:58.48 |
Ralith |
didn't think so. |
01:59.03 |
brlcad |
it does and it doesn't -- CG covers some of
the fundamental algorithms and generally assumes clean
numerics |
02:00.05 |
Ralith |
'clean numerics' meaning no loss of precision
due to fp inaccuracies etc.? |
02:00.17 |
brlcad |
from there you can build up the more
complicated algorithms, but without resorting to fixed-point
arithmetic (and taking a massive performance penalty -- like two
orders of magnitude) there are lots of practical implementation
problems that still have to be addressed |
02:02.37 |
Ralith |
so *is* there such a thing as a formal field
of study covering this sort of real-world implementation? |
02:02.58 |
Ralith |
(also: that poster is beautiful. Who put it
together?) |
02:04.46 |
brlcad |
there's lots of work in the area of solid
modeling research -- an acm conference dedicated to it as well as a
few others |
02:05.50 |
brlcad |
there are just literally hundreds of
algorithms and issues in any given CAD or solid modeling system,
boundary structure evaluation just being a small set of
them |
02:06.37 |
Ralith |
of course. |
02:09.26 |
brlcad |
oh, and I put that poster together |
02:09.59 |
Ralith |
nice! |
02:10.01 |
Ralith |
what'd you lay it out in? |
02:10.09 |
brlcad |
hm |
02:10.41 |
brlcad |
probably either Pages or InDesign, don't
recall |
02:11.07 |
Ralith |
pages? |
02:11.38 |
brlcad |
it never went out to the list because it got a
less than favorable review by one the editors at arl, said it was
too confusing and too many words |
02:11.55 |
Ralith |
bah. |
02:12.01 |
brlcad |
http://www.apple.com/iwork/pages/ |
02:12.11 |
Ralith |
it's a technical subject. Walls of text are
par for the course. |
02:13.26 |
Ralith |
unless it was supposed to be some sort of
general-audience PR material, but I can't imagine what most of a
general audience would want to do with BRL-CAD in the first
place. |
02:16.32 |
brlcad |
audience was general user community, anyone
that would care what our high-level roadmap looks like |
02:17.24 |
brlcad |
so they did have a little bit of a point,
whether it matters for this was arguable, but it was enough to not
send it out without thinking about reworking some parts |
02:21.40 |
Ralith |
ah well. |
03:01.19 |
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03:01.49 |
IriX64 |
http://rafb.net/p/ushWLt28.html
<---- 3 or 4 of these went by, do you know or care about
them? |
03:04.00 |
IriX64 |
or is my compiler in error :) |
03:08.06 |
IriX64 |
http://rafb.net/p/NItopl53.html
<--- this too my compiler presented me with |
03:12.02 |
IriX64 |
sigh... i wish i'd never dropped out of
special ed :) |
05:05.02 |
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10:09.14 |
mafm |
hi |
10:23.48 |
csanyipal |
hi |
10:25.11 |
csanyipal |
Ralith: when I create a plane as arb8 shape
with zero hight, then I can't raytrace it, in the framebuffer it
can't see. Why? |
10:26.23 |
Ralith |
csanyipal: as far as the raytracer is
concerned, if it doesn't have volume, it doesn't exist. |
10:38.00 |
csanyipal |
Ralith: OK thanks! |
11:01.33 |
Axman6 |
ha, set brlcad to checkout about 12 hours
ago... came home, it was asking me to if i want to accept the ssh
key -_- |
11:02.19 |
Axman6 |
s/set brlcad to checkout/set svn to checkout
brlcad |
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14:01.49 |
brlcad |
csanyipal: I was saying yesterday, there is an
infinite-plane primitive -- it's the "half" halfspace
primitive |
14:07.26 |
csanyipal |
brlcad: thank you, I find it, and tried it
out. |
14:09.58 |
csanyipal |
Still I don't know how to create the shape
that is on the picture "Azimuth, Elevation, and the xyz Coordinate
System" in the tutorial "Volume II - Introduction to MGED" at page
18. |
14:12.10 |
csanyipal |
That shape shows the angle of the
Azimuth. |
14:13.03 |
brlcad |
I modeled that, what would you like to
know? |
14:13.21 |
brlcad |
it's a pretty simple shape |
14:24.08 |
csanyipal |
It's difficult to explain because of my "weak"
English. |
14:26.15 |
brlcad |
I went to some intricate lengths to get exact
cuts and no overlaps with very specific shapes in mind -- but the
basic shape is that of a torus with arbs cutting off the portion I
didn't want and a tgc on the end |
14:26.19 |
csanyipal |
The shape looks like a part of a torus and
have in front a trc Truncated Right Cone |
14:26.37 |
brlcad |
basically |
14:27.05 |
brlcad |
it could be done a little more easily using a
pipe, but I didn't know it back then |
14:27.20 |
brlcad |
one pipe with a tgc, no need for subtracted
arbs |
14:28.25 |
csanyipal |
But can one bend a pipe? |
14:30.31 |
csanyipal |
And how to direct the tgc in the right
direction? |
14:31.13 |
brlcad |
of course you can bend a pipe, that's what
they consist of -- bend segments and straight segments |
14:31.33 |
csanyipal |
Aha, there is a bend point! |
14:31.49 |
brlcad |
trc's are the same as a tgc, just a specific
subcase |
14:32.01 |
csanyipal |
I try the command in pipe.s pipe |
14:32.05 |
brlcad |
all the conics end up being a tgc as it's a
general case |
14:32.23 |
csanyipal |
yes |
14:32.29 |
brlcad |
the tgc is specified with a point and a vector
-- that puts it in the right direction |
14:33.10 |
brlcad |
there are just additional vectors for
orienting and sizing the top ellipse and base ellipse
caps |
14:33.27 |
csanyipal |
tgc has a Vertex and a high vector and radius
of base and of top |
14:33.53 |
brlcad |
few more parameters |
14:34.18 |
brlcad |
sounds about right for the trc |
14:36.21 |
csanyipal |
I know that but when I want to give the values
(x,y,z) for the high vector then .. OK, I'll try it out
now. |
14:37.23 |
csanyipal |
thanks for the advice about pipe! |
14:37.30 |
brlcad |
start with something simple so you understand
the shape, and turn on your model axes so you can see what
direction is what |
14:37.55 |
csanyipal |
yes, I did that alreday.. |
14:38.01 |
csanyipal |
already |
14:38.26 |
csanyipal |
o |
14:38.28 |
csanyipal |
ok |
15:17.12 |
csanyipal |
brlcad: If you have i little time: I don't
understand at pipe the points for the pipe and bend
points |
15:18.03 |
csanyipal |
mged> in pipe.s pipe 2 0 0 0 0.1 1 100 100
0 0 0.1 1 50 |
15:18.41 |
csanyipal |
give to me a right pipe and not a bended
pipe |
15:23.53 |
csanyipal |
brlcad: OK I find a tutorial for the pipe in
the Volume III - Principles of Effective Modelling |
15:49.25 |
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misteriexous |
i have a grammar check languagetool.org + new
java6.0 engine |
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misteriexous |
(just want to know an exact time at
ibot) |
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