Path: utzoo!utgpu!jarvis.csri.toronto.edu!mailrus!iuvax!ux1.cso.uiuc.edu!ux1.cso.uiuc.edu!m.cs.uiuc.edu!s.cs.uiuc.edu!mcooper From: mcooper@s.cs.uiuc.edu Newsgroups: comp.graphics Subject: 3D functions Message-ID: <207400035@s.cs.uiuc.edu> Date: 19 Oct 89 21:04:00 GMT Lines: 22 Nf-ID: #N:s.cs.uiuc.edu:207400035:000:742 Nf-From: s.cs.uiuc.edu!mcooper Oct 19 16:04:00 1989 I'm looking for a book/notes/post that gives a generalized algorithm or code for rendering 3D mathematical functions. (i.e. surfaces of revolution) ideally, it would allow a place for whatever formula is being used to be "plugged in" but that isn't strictly necessary. Specifically, I'm working on a an SGI Presonal Iris. My current (and admittedly naive) strategy is to simply calculate the z values over some patch of the surface, transform these vertices into polygons, store the poly- gons (with vertex normals) in a list, and just run through the list, letting the hardware lighting functions etc. take care of the rest. any help is appreciated. -Marc Cooper mcooper@cs.uiuc.edu University of Illinois C-U