Path: utzoo!attcan!uunet!aplcen!samsung!munnari.oz.au!metro!cluster!softway!shaun From: shaun@softway.sw.oz.au (Shaun Arrundel) Newsgroups: comp.graphics Subject: Generating Polygonal representations of Quadratic Surfaces Message-ID: <3731@softway.sw.oz.au> Date: 11 Oct 90 22:37:54 GMT Organization: Softway Pty Ltd, Sydney, Australia Lines: 55 I want to convert a number of Quadric surfaces to a collection of polygons (the basic RenderMan quadratic primitives). Spheres, Hyperboloids, Cones, Paraboloids, Torus, etc. I was thinking I could use the parametric form of the surfaces and then just do a loop through u and v to generate to generate the verticies of the polygons. For example, a torus defined in terms of minor_radius - radius from origin to outside of torous major_radius - radius from inside of torous to outside of torous phi_min, phi_max - sweep angles around the torus circumfrence thet_max - sweep angle around the origin Now we can generate phi, theta and r in terms of the parametric variables u,v theta = u*thetamax phi = phimin + v * (phimax - phimin) r = minor_radius * cos(phi) From phi,theta and r we can generate x,y and z z = minor_radius * sin(phi) x = (major_axis + r) * cos(theta) y = (major_axis + r) * sin(theta) where Z is positive vertical axis, X positive to right and parallel to the page and Y is positive and penpendicular to the page. It should be possible to generate the polygonal vertices via for(u = 0; u <= 1; u += u_step) for(v = 0; v <= 1; v += v_step) { Caculate theta,phi,r Calculate x,y,z } Now I am sure this should work, but I am also sure the it will have a number of problems or I would have seen more use of this sort of technique in the literature. Now my questions 1. Can I generate four sided polygons from the above vertices. 2. How efficient is the above for generating Quadratics 3. Can I convert the above quadratic forms to bezier surface formulations shaun@softway.oz.au