This looks pretty great, I'll play with it. Can you explain this from the Readme? Unfortunately, it's difficult to compute the joint formed at the boundaries of these combined shapes, so sufficient texturing is needed on the original solids for a decent result. What is hard about computing the joint? Why does texturing help? My question is from a perspective of curious ignorance, not arrogance (i.e. me saying "don't…
Show HN: 3D Vector Graphics
11–20 of 60 posts
Re: Show HN: 3D Vector Graphics
#12This looks pretty great, I'll play with it. Can you explain this from the Readme? Unfortunately, it's difficult to compute the joint formed at the boundaries of these combined shapes, so sufficient texturing is needed on the original solids for a decent result. What is hard about computing the joint? Why does texturing help? My question is from a perspective of curious ignorance, not arrogance (i.e. me saying "don't…
Re: Show HN: 3D Vector Graphics
#13Earlier quoted context omitted.
Even cooler if I could figure out some general way of parameterizing & texturing the surface instead of just rendering the triangles. Any ideas?
Hughes Hoppe has done a variety of research that depends on finding interesting parameterizations of meshes. His papers aren't exactly lightweight on the math, but you may find some ideas there: http://research.microsoft.com/en-us/um/people/hoppe/ http://research.microsoft.com/en-us/um/people/hoppe/proj/vfd... http://research.microsoft.com/en-us/um/people/hoppe/proj/lap...
Re: Show HN: 3D Vector Graphics
#14This looks pretty great, I'll play with it. Can you explain this from the Readme? Unfortunately, it's difficult to compute the joint formed at the boundaries of these combined shapes, so sufficient texturing is needed on the original solids for a decent result. What is hard about computing the joint? Why does texturing help? My question is from a perspective of curious ignorance, not arrogance (i.e. me saying "don't…
unless you're dealing with sufficiently large integers computing the intersect between a line and a plane with any robustness is impossible on modern computers with float or double. sometimes when you intersect meshes that have nearly coplanar faces, the intersection might shoot vertices near some infinity because of division inaccuracy.
Re: Show HN: 3D Vector Graphics
#15That's pretty cool. A commandline app that just takes an .OBJ file and renders it to an .SVG would actually be pretty useful (viewport position / orientation would of course need to be options as well).
Even cooler if I could figure out some general way of parameterizing & texturing the surface instead of just rendering the triangles. Any ideas?
Re: Show HN: 3D Vector Graphics
#16Re: Show HN: 3D Vector Graphics
#17Did you type that in manually?
I wonder if there's a way to do that in Go that doesn't have as much duplication, but has the same performance?
Re: Show HN: 3D Vector Graphics
#18Earlier quoted context omitted.
Even cooler if I could figure out some general way of parameterizing & texturing the surface instead of just rendering the triangles. Any ideas?
Hughes Hoppe has done a variety of research that depends on finding interesting parameterizations of meshes. His papers aren't exactly lightweight on the math, but you may find some ideas there: http://research.microsoft.com/en-us/um/people/hoppe/ http://research.microsoft.com/en-us/um/people/hoppe/proj/vfd... http://research.microsoft.com/en-us/um/people/hoppe/proj/lap...
Re: Show HN: 3D Vector Graphics
#19Question: at the bottom of https://github.com/fogleman/ln/blob/master/ln/matrix.go Did you type that in manually? I wonder if there's a way to do that in Go that doesn't have as much duplication, but has the same performance?