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That makes sense. The sampling method would lead to either mesh tessellation or direct GPU sampling? What concrete surfaces were you thinking of implementing? Spline surfaces, NURBS? |
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The We also have superquadrics as a shape class. I'm all for generalizing techniques in this area and denoting the relationships between the concrete classes. |
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I see three elements to describe this:
The domain is just a rectangular grid. But like the uv-mesh it needs additional infos to describe its topology (how the sides of the rectangle are glued together)
So with the three building blocks at hand one can describe arbitrary surfaces it seems.
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