Path: utzoo!utgpu!jarvis.csri.toronto.edu!rutgers!cs.utexas.edu!uunet!dino!ux1.cso.uiuc.edu!ux1.cso.uiuc.edu!m.cs.uiuc.edu!p.cs.uiuc.edu!moran From: moran@p.cs.uiuc.edu Newsgroups: comp.graphics Subject: Re: Tesselating the sphere Message-ID: <77100013@p.cs.uiuc.edu> Date: 25 Feb 90 01:31:14 GMT References: <155@tacitus.tfic.bc.ca> Lines: 21 Nf-ID: #R:tacitus.tfic.bc.ca:155:p.cs.uiuc.edu:77100013:000:1073 Nf-From: p.cs.uiuc.edu!moran Feb 23 20:58:00 1990 A few months ago, I was looking for a way to generate a set of points which would be perfectly distributed on the face of a unit sphere. (Perfectly distributed meaning that all the solid angles between each point and its neighbors would be equal). The quantity needed to be in the range 1000 to about 4000. I came up with an idea similar to that described previously, starting with a tetrahedron, subdividing each face into four triangles, then normalizing all the new vertices so they are on the sphere. It was only after implementing this that I learned about Platonic solids and the fact that there is no perfect distribution for such a number of points. Anyhow, I have C code which takes one argument n and outputs 4**n points in spherical coordinates using the algorithm above. Interally, the program represents each face as the three cartesian points in three space. This isn't a very memory efficient to do it, but it makes for a simpler program. If anyone wants a copy, send me e-mail. Pat Moran University of Illinois at Urbana-Champaign moran@cs.uiuc.edu