From: Rafael L. <ra...@ic...> - 2001-12-14 11:49:51
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* Alan W. Irwin <ir...@be...> [2001-12-13 13:53]: > I believe the problem is actually pretty simple. Just from looking at the > results, the current 3D shaded logic apparently makes a decision about > which (relatively large) triangle is hidden and which not, and has no > facility to refine the triangles shape and size so that they can smoothly > follow the line marking the edge of hidden regions. We were up against a > similar problem for the excluded regions of 2D shade plots, but (see the > last page of x16c) Rafael found a working solution that involved a binary > search (IIRC) to refine the triangles so they smoothly followed the edge of > the excluded region. Although he has stated his code cannot be directly > used in the 3D shading case, I am hoping his general idea can be used. If > so, it should be a matter of a reasonably short effort to fix this with > much thanks for whoever came up with the solution. From my recollection, the algorithms have completely different implementations, athough the problems addressed are quite similar. I am afraid that the effort needed will be not that short, but who knows? -- Rafael |