Path: utzoo!attcan!uunet!decwrl!wuarchive!cs.utexas.edu!samsung!emory!mephisto!mcnc!thorin!homer!leech From: leech@homer.cs.unc.edu (Jonathan Leech) Newsgroups: comp.graphics Subject: Re: Cones and Cylinders Message-ID: <16530@thorin.cs.unc.edu> Date: 4 Oct 90 14:52:53 GMT References: <15822@rouge.usl.edu> Sender: news@thorin.cs.unc.edu Reply-To: leech@homer.cs.unc.edu (Jonathan Leech) Organization: University Of North Carolina, Chapel Hill Lines: 21 Summary: Expires: Sender: Followup-To: Distribution: Keywords: In article <15822@rouge.usl.edu> pcb@cacs.usl.edu (Peter C. Bahrs) writes: >Suppose I am modeling cones and cylinders algebraically and parametrically. >How can I draw these? I do not want to do ray tracing. Is there a common >technique(s) that will rendering these things without having to make a >zillion polygons? See Jim Blinn's wonderful short paper, ``The Algebraic Properties of Homogeneous Second Order Surfaces.'' This describes direct rendering of arbitrary quadrics (synopsis: represent the surface as a homogeneous matrix; similarity transform the matrix for modelling, viewing, and perspective; find screenspace boundaries of the quadric; solve the resulting equation for Z-depth and normal vector at each pixel). I believe this appeared in SIGGRAPH course notes in '84 or '85; my copy is a draft so I'm not sure which course. -- Jon Leech (leech@cs.unc.edu) __@/ "We've already learned something we didn't know and that's fun!" - Dr. James Westphal on the first Hubble photo