Re: [Algorithms] Bicubic normals for a bicubic world
Brought to you by:
vexxed72
From: John S. <jse...@ho...> - 2000-08-04 02:35:11
|
Well, I'm trying to avoid five cross products (one per point generated - forty multiplies and twenty subtracts total) at every patch subdivision, not to mention that I don't have the Bezier control points once I start subdividing (using central diffrencing). I just want an approximation better than linear, so the threshold value the normals are compared against to determine backfaces can be as small as possible. A technique to approximate the normals with a bicubic is supposedly described the the Proceedings of SIGGRAPH '82, but since that's so old, I can't seem to get it anywhere. Somehow, I think finding the Holy Grail would be easier... ;-) Thanks again. John Sensebe jse...@ho... Quantum mechanics is God's way of ensuring that we never really know what's going on. Check out http://members.home.com/jsensebe to see prophecies for the coming Millennium! ----- Original Message ----- From: "Akbar A." <sye...@ea...> To: <gda...@li...> Sent: Thursday, August 03, 2000 8:21 PM Subject: RE: [Algorithms] Bicubic normals for a bicubic world > hello john, > expensive? > > calculate the tangent vectors, compute cross products at each corner of > patch. > |