RE: [Algorithms] "N-Patches" (ATI/DX8 triangle bezier heuristic)
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From: Jason M. (A. Technologies) <v-j...@mi...> - 2000-07-26 21:19:06
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Check out the "Character Animation Techniques for Accelerated HW" ppt
from GDC. I'll weigh in on this topic soon. It's great to see so much
interest in this surface.
-JasonM at ATI
> -----Original Message-----
> From: Kelmenson, Dan [mailto:Dan...@br...]
> Sent: Wednesday, July 26, 2000 2:13 PM
> To: 'gda...@li...'
> Subject: RE: [Algorithms] "N-Patches" (ATI/DX8 triangle bezier
> heuristic)
>
>
> Which link is this referring to? I couldn't find any link on that page
that
> seems to be the article you are referring to.
>
> > -----Original Message-----
> > From: Charles Bloom [mailto:cb...@cb...]
> >
> > Well, ATI's posted this on their website, so I guess we
> > can talk about it freely now.
> >
> > http://www.ati.com/na/pages/resource_centre/dev_rel/devrel.html
> >
> > I don't give a hoot about the DX8 implementation of this, I
> > want to talk about the algorithm of making a curved triangle
> > only using its vertices and normals. I worked on this for
> > a while, and decided it wasn't such a hot thing to do, because
> > you can't even guarantee G1 continuity, so I abandonded
> > it and moved on to butterfly subdivision, where continuity
> > can be gauranteed.
> >
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