home *** CD-ROM | disk | FTP | other *** search
- Path: sparky!uunet!elroy.jpl.nasa.gov!sdd.hp.com!uakari.primate.wisc.edu!usenet.coe.montana.edu!news.u.washington.edu!milton.u.washington.edu!hlab
- From: twatson@hfnet.bt.co.uk (Toby Watson)
- Newsgroups: sci.virtual-worlds
- Subject: Re: SCI: Voxels vs. Polygons
- Message-ID: <1992Aug21.192137.20481@u.washington.edu>
- Date: 21 Aug 92 08:12:28 GMT
- References: <1992Aug20.181228.9880@u.washington.edu>
- Sender: news@u.washington.edu (USENET News System)
- Organization: BT Laboratories
- Lines: 28
- Approved: cyberoid@milton.u.washington.edu
- Originator: hlab@milton.u.washington.edu
-
-
-
- From article <1992Aug20.181228.9880@u.washington.edu>, by bobp@hal.com
- (Bob Pendelton):
-
- >> How do you define rotation with voxel-objects, it seems that any
- >> inaccuracy (inevitable?) in final coordinates would randomize the
- >> voxel-object after significant rotations?
- >
- > I haven't done this, so this could be pure ****, but I suspect that
- > the shearing based rotation techniques that work for pixmaps can be
- > generalized from 2 to 3 dimensions. Cumulative rotations might have
- > nasty end results. But, if you keep track of the total rotation and
- > always generate the rotated object based on the base object and the
- > total rotation, instead of doing incremental rotations, you should get
- > good results. And, I doubt that it is cheaper to use incremental
- > rotations.
-
- Voxel objects can be rotated, you use the same maths that you use
- for polygon vertice rotations. On the issue of cumulative errors,
- this is the same as 2D texture rotation, you have to keep track
- of calculation accuracy and ensure that the sample frequency is
- high enough to avoid spatial aliasing. Easy enough and voxels will
- be a part of VR someday....but not on a PC !
-
- ----------------
- Toby Watson - I really must get a signature sorted out...
- ----------------
-