Part 4: Other 3D modelling mechanisms
A: Generative models
B: Converting swept objects to polygons
C: Constructive Solid Geometry
D: Implicit surfaces, voxels and marching cubes
E: Subdivision surfaces
...back to part 3 | on to part 5...
Swept objects are hard to ray trace. Imagine trying to write a ray/object intersection algorithm for a general swept object. This means that we generally need to polygonise swept objects in order to render them. For PSC we obviously must convert them to polygons.
A swept surface may be easily converted to polygons by converting the outline of the 2D cross section to a polygon, and converting the sweep path to connected set of line segments. Moving the polygon to each vertex of the set of line segments, and connecting vertices accordingly, will produced a polygon mesh which approximates the swept surface.
Exercises
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Part 4: Other 3D modelling mechanisms
A: Generative models
B: Converting swept objects to polygons
C: Constructive Solid Geometry
D: Implicit surfaces, voxels and marching cubes
E: Subdivision surfaces
...back to part 3 | on to part 5...