23 lines
1.2 KiB
Org Mode
23 lines
1.2 KiB
Org Mode
* Slush-pile from implicit rant
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(TODO: This was shelved from another post. Do something with it.)
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None of my attempts have ever quite worked as soon as I start
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dealing with implicit surfaces that have much sharpness to
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them... which isn't saying much, since I am not exactly world-class
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at dealing with meshes and mesh topology directly, but it's also
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legitimately a very hard problem. Even when I tried in CGAL, which
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can handle implicit surfaces and does a far better job at generating
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"good" meshes than anything I could hope to write myself, the
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problem I ran into is that it was generating good meshes for
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industrial CAD, not good meshes for /rendering/. That is, their
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inaccuracy to the true surface was bounded, and I could always
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reduce it by just using denser meshes. For CAD applications, this
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seems fine. For rendering, though, I kept running into some major
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inefficiencies in terms of number of triangles required (and as well
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the amount of time required). I don't know much about the algorithms
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they use, but I am fairly sure that for detail level N (inversely
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proportional to minimum feature size) both triangle count, time, and
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likely memory usage grow with ~O(N^3)~.
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(TODO: Give an example of the above perhaps?)
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