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From: michele <mic...@li...> - 2004-04-15 13:44:04
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Hi Jan (thank you and thank you Per)... >>>The testing if the point is inside would be pretty simple. I expect = you have some equations that define the conditions. Then setting each = point of 3D grid into=20 >>>this equations would do the work. Then if all the quations are valid, = then the point is inside. Yes it's exactly what I have done.. and really isn't difficut, the real = question is how to render that volume ( now I have a pretty = rapresentation (but 'discontinuous')... I draw a little cube in = corrispondence of every point inside the surface). But I have found... Another good article (by Paul Bourke) with c code = (OpenGL): http://astronomy.swin.edu.au/~pbourke/modelling/polygonise/ I think this will be very helpful (for me and for all interested) and so = I signalize you.=20 Bye ----- Original Message -----=20 From: Jan Ringos=20 To: michele=20 Sent: Wednesday, April 14, 2004 6:36 PM Subject: Re: [Dev-C++] marching cubes (3D) Hello Michele. Yes I am interested but I am not sure if I can help you. I read the articles but I can't imagine how to find the border points. The testing if the point is inside would be pretty simple. I expect = you have some equations that define the conditions. Then setting each = point of 3D grid into this equations would do the work. Then if all the = quations are valid, then the point is inside. Hope it helps... --- Jan Ringos, Tr...@mx... http://Tringi.Mx-3.cz ----- Original Message -----=20 From: michele=20 To: Jan Ringos=20 Sent: Wednesday, April 14, 2004 3:23 PM Subject: Re: [Dev-C++] marching cubes (3D) hi Jan, if you are interested... What I have to do is to render a 3D volume from sampled points = (certain conditions define that volume)... So what I do is to divide the 3D space in a 3D grid and to test each = point of this grid to know if it is inside or outside my suface... Regards=20 (if you have some suggestions let me know! thanks) ----- Original Message -----=20 From: Jan Ringos=20 To: michele=20 Sent: Friday, April 09, 2004 6:44 PM Subject: Re: [Dev-C++] marching cubes (3D) Very interesting. But honestly I see no use for it. In game I = would instead use something like height-map or model with clipping = definitons. But I don't know what specific are you want to do with it. Anyway = It shouldn't be too difficult to implement exact use. --- Jan Ringos, Tr...@mx... http://Tringi.Mx-3.cz ----- Original Message -----=20 From: michele=20 To: Jan Ringos ; DEV-C++=20 Sent: Friday, April 09, 2004 10:18 AM Subject: Re: [Dev-C++] marching cubes (3D) Hi... =20 "The marching cubes algorithm is used in volume rendering to = construct an isosurface from a 3D field of values. The 2D analog would be to take an image, and for each pixel, set = it to black if the value is below some threshold, and set it to white if = it's above the threshold. Then smooth the jagged black outlines by = skinning them with lines..." [James Sharman] if you (and someone else) want to read some interesting articles = about marching cubes: Introduction: http://www.exaflop.org/docs/marchcubes/ind.html =20 Article with some c code:=20 = http://www.cfxweb.net/modules.php?name=3DNews&file=3Darticle&sid=3D199 (more available at = http://matrix.netsoc.tcd.ie/~nash/metaballs/src/ gently by Nicholas: = nn...@st...) |