Hi,
> Noticed in your log you ran into a tradeoff between tree build depth
> and curve quality. This is actually a useful thing to consider in
> more detail - once you have the initial bounding box set, I think
> there may be a refinement approach you can take that involves a lot
> less overhead than deeper tree builds.
I also think about this approach when I write my code - but it's not
implemented yet because it needs further looking into the surface tree building
process. Now I just use the constructor of SurfaceTree to build a surface tree
with a max depth for a face (because it is easy to implement with the existing
functions), but when calculating the intersection, I only consider the useful
parts (not the entire tree of course). You are right, to build a surface tree
with deeper hierarchy takes a long time and consumes lots of memory resources,
but only a small subset of it is used in the latter calculation. Maybe the
first step is to look deeper into how we build a surface tree and find a way to
integrate it into the intersection calculation process - that is, only useful
parts of the tree will be generated. When this is finished, maybe a tolerance
value will be adapted so that we do not use a constant INTERSECT_MAX_DEPTH,
which is not quite elegant.
Cheers!
Wu
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