RE: [Algorithms] Bicubic normals for a bicubic world
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From: Tom F. <to...@mu...> - 2000-08-12 20:30:09
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I wasn't thinking of artifacts from any holes - they'll be fine - but of the abrupt changes in lighting. I too started off cheating this way, but you have a T-junction in terms of lighting shades, even if the actual few tiny pixels in the T-junction are filled, and if your tesselation is not fine enough, the eye can spot these changes in lighting. Which is why I moved to fanning the edge tris - the lighting change is spread over the width of the fan (which is usually a decent number of pixels, i.e. not 1), and it is far less noticeable. Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. P.S. John - we need to talk about that home page - that's going to get a nomination from me on http://www.uglyinternet.com/ I'm afraid. Gotta be cruel to be kind. > -----Original Message----- > From: John Sensebe [mailto:jse...@ho...] > Sent: 12 August 2000 21:05 > To: gda...@li... > Subject: Re: [Algorithms] Bicubic normals for a bicubic world > > > Actually, I hadn't thought of simply rejecting whole patches that are > backfacing, and leaving the rest up to the driver... That may > be the wisest > solution. Thanks. > > I am "cheating" for different tesselation amounts right now, > and the results > are very good. With the algorithm I've written, the edge > match up almost > exactly, so the slim triangles are very slim indeed. They > simply cover tiny > holes that would show up due to floating-point inaccuracies. > > And hey, if your ranting gives me more insight into what I'm > doing, go right > ahead and rant! ;-) > > 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: "Tom Forsyth" <to...@mu...> > To: <gda...@li...> > Sent: Saturday, August 12, 2000 2:42 PM > Subject: RE: [Algorithms] Bicubic normals for a bicubic world > > > > Hmmmm... OK. Tricky. > > > > Incidentally, I would question whether you want to bother > with BFC of > > subpatches. I would go with the philosophy that since most > patches will be > > wholly rejected or wholly accepted, the borderline cases are few in > number. > > However, if you're doing a BFC calculation + test per > sub-patch, that > seems > > like a fair amount of work for _all_ visible patches, just > to save a bit > on > > borderline patches. > > > > My instincts would be to BFC a top-level patch, then set up your > Difference > > Engine to the required tesselation level and just draw the > whole thing, > > letting the hardware do tri-level BFC. > > > > The edges where different levels of tesselation meet > require a bit of > > thought. "Cheating" by simply stitching them together with > slim tris after > > drawing each patch at different levels is a possible > option, and very > quick > > (it's a second forward-difference engine, but only in one > direction, along > > the crease). But you tend to get lighting differences > between the two > > patches, which can be visible. > > > > You can also special-case the edges of the patch drawer so > that it fans > the > > edge tris to match adjacent patches, which looks quite > good. And it's > pretty > > good for speed, since you can do this by shrinking the full speed > > tesselation by one on each edge that needs higher > tesselation (fewer than > > half the edges of the scene will need extra fanning(*)), > then doing the > > fanned edges with special case (but exceeding similar-looking) code. > > > > Anyway, there's probably some very good reason why you're doing it > > recursively, so I've probably just been ranting. Sorry! > > > > Tom Forsyth - Muckyfoot bloke. > > Whizzing and pasting and pooting through the day. > > > > (*) Ah - almost true. True if you don't BFC the patches :-) > Close enough > for > > performance considerations though. > > > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |