> data interpolation given a 2d parameterization (terrain skinning) is
> nothing at all like recovering a general 3d surface from scattered
> points. the 3d version is a solved problem, but it's not done simply
> (look into the siggraph proceedings from early-to-mid nineties for a
> succession of methods, if you need scaring).

I have seen some of these documents and have come away felling beaten.

> a reasonable hack for molecular rendering is to have your vertex
> generator output a pmesh for each atom surface as a sphere,

Jmol is a software rendering engine ... so in the standard rendering there
is no 'vertex generator' for the atoms.

For the work that I have been doing on surfaces, I have written code to
generate tessellated spheres for purposes of generating a solvent
accessible surface.

> and let the
> rendering engine's hidden surface removal solve the intersection
> problem for you at render time,

There is no hidden surface removal in the rendering engine ... because it
normally does not generate triangles.

> if you've got the graphics horsepower.
> you could winnow out a few of the faces by doing inside/outside testing
> for all vertices of a face, discarding any having all vertices inside,
> but the render engine's going to do that for you anyway

Unfortunately, that does not cut it.

The Solvent Accessible Surface includes the space between the spheres
where a 3rd sphere (the solvent) would fit. So the surface is a mixture of
3 shapes.

 - convex surfaces, the surfaces of the atoms that are exposed
 - concave surfaces,  the spherical triangle formed when one sphere sits
on top of 3 spheres
 - saddle surfaces, a portion of a torus formed when one sphere rolls
around two other spheres.

I can render each of these surfaces individually.

I have not figured out how to stitch them together.


Suggestions appreciated.


Miguel



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