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Re: NURBS surfaces with variable local detail level

by Yaroukh :: Rate this Message:

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What you need is a spline surface subdivision tool. Take a patch and
split it into multiple seamless patches while retaining a "memory" of
the mother patch so that when a child patch is manipulated you can
calculate the required adjustments to the family of patches so that
they remain seamless. Doing this in a hierarchical manner would allow
any level of detail. Managing texture mapping over the entire family
tree of the spline patches would be required too.

Is that in essence what you require?

Yes, and that is actually what I wrote in the very first message of this thread. :) I only haven't had enough time to test it by playing with good old NURBS-surfaces. (To make sure that having joining CVs in one line is the only thing required to keep the edges joined seamlessly at all conditions.)
 
If I have just reinvented the above mentioned patent then I would not worry to much about the patent
as it is so obvious.

I agree and hope so!

Best regards
  Yaroukh

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 « Return to Thread: NURBS surfaces with variable local detail level

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