Path: utzoo!attcan!uunet!van-bc!ubc-cs!news-server.csri.toronto.edu!cs.utexas.edu!samsung!dali.cs.montana.edu!ogicse!intelhf!agora!tima From: tima@agora.uucp (Tim Anderson) Newsgroups: comp.graphics Subject: Surface surface intersection Summary: using Mortenson's method. Any better ones out there? Keywords: Coons NURBS surface intersection bonehead Message-ID: <1990Oct25.153859.3375@agora.uucp> Date: 25 Oct 90 15:38:59 GMT Organization: Open Communication Forum Lines: 18 Hello net! I was just hunkering down to whack out surface/surface intersections. I will be doing pretty much exactly like Mortenson describes in his book _Geometric Modeling_. Are there any references to other fancy dancy and extremely fast (hee hee!) methods to compute these things? I will be intersecting NURBS to NURBS, Coons to NURBS and Coons to Coons. Yes, eventually I will probably convert everything to cubic rational Bezier's, but I have to get this done before Autofact... Once the conversion to cubic rational bez's takes place I can take advantage of fun things like 'convex hulls' and 'controlling polygonal meshes' but like I said, I have to get something done NOW then find a better way to do it! So, my question is again any references to "The greatest surface surface intersection routine in the world" that I can replace my hacked Mortenson code with after Autofact? Thanks! tima@agora.hf.intel.com