Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!mnetor!seismo!lll-crg!styx!ames!ucbcad!ucbvax!decvax!decwrl!labrea!glacier!jbn From: jbn@glacier.ARPA (John B. Nagle) Newsgroups: comp.graphics Subject: Tough geometry problem Message-ID: <13111@glacier.ARPA> Date: Sun, 23-Nov-86 22:16:22 EST Article-I.D.: glacier.13111 Posted: Sun Nov 23 22:16:22 1986 Date-Received: Mon, 24-Nov-86 21:39:46 EST Organization: Stanford University, IC Laboratory Lines: 40 Keywords: superquartics, computational geometry, vector calculus I need to calculate the distance between two objects described using the superquartic primitives proposed by Pentland (in SRI Tech Note 357). Anybody tackle this one yet? I forsee about a month of work ahead, although maybe I can use Macsyma to do some of the grunt work. If you're interested in what this is about, read on. The idea is to have a clean way to approximately describe real-world objects. The usual polyhedral approach leads to a very verbose description of objects as simple as cylinders and spheres, and the description of (say) animals or plants as polyhedra is very painful. An alternative approach is to build up object from simple volumetric primitives, such as cylinders, cones, spheres, and the like. GMSolid, General Motors' entry in the solid modelling game, works in this way. Pentland has an extension to this. Instead of limiting the objects to quartics, (things describable with exponents no larger than 2), he uses superquartics, which allow bigger exponents. Imagine a display of a sphere attached to a "squareness" control; as you turn up the "squareness", the corners become more square. An intermediate figure looks like a TV screen, and higher values look like later model TV screens; eventually one gets a cube. That's the basic figure. One is then allowed three distortions of the superquartic; stretching, bending (in a circular sense only) and tapering. All of these can be modelled as simple distortions of the metric. The resulting distored primitives can then be combined, using the obvious operations of union and difference (which latter operation corresponds to making a "hole" in something) to make complex objects. Given all this, I want to be able to calculate whether two such constructed objects collide or if not, how far apart they are at the closest point. There are two parts of the problem; first, solving it for figures without holes, and then dealing with holes, which complicates the problem considerably. John Nagle