Hi everyone,
Because I have already drafted a rough implementation of plate mode
NURBS ray tracing, and it works well for me now, I also put all the tests
on my blog, please check it, if you have any issues, please let me know and
I will make proper refinement, it will be much grateful. :-)
So, recently, I want to shift my attention to the tessellation of
NURBS, it is much more challenging. Because after my research, I find that
there are several related methods that can be used for the purpose. There
also exists an old implementation in BRL-CAD(nurb_tess.c), it is a kind of
mapping from triangulation of 2D parameter space to 3D surface space within
given approximation errors bound(I have summerized this method on my
blog.:-) ), it is a simple and effective method.
Besides, here is a short survey about tessellation, it provides some
related references, and make a very clear introduction about recent
different methods, what I want to know is that, if I really want to do this
part, where should I start from or just follow the old implementation?
https://wiki.blender.org/index.php/User:Jjoonathan/NURBS_Tessellation_Survey
By the way, I find that there is a function named 'subdivideSurface'
implemented in opennurbs_ext.cpp', what is it used for a specified purpose?
I know, what I need to do is to fill code in 'rt_brep_tess(...)' cause it
is the lastest implementation for brep, and this function is related with
'facetize' command in MGED, is this correct?
Hope for your helps, thanks very much. :-)
Best,
Bojian
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