Path: utzoo!utgpu!jarvis.csri.toronto.edu!cs.utexas.edu!swrinde!zaphod.mps.ohio-state.edu!usc!elroy.jpl.nasa.gov!ames!eos!shelby!med!hanauma!rick From: rick@hanauma.stanford.edu (Richard Ottolini) Newsgroups: comp.graphics Subject: Re: Tesselating the sphere Message-ID: <509@med.Stanford.EDU> Date: 25 Feb 90 17:17:07 GMT References: <155@tacitus.tfic.bc.ca> <77100013@p.cs.uiuc.edu> Sender: news@med.stanford.edu (USENET News System) Reply-To: rick@hanauma.UUCP (Richard Ottolini) Organization: Stanford University, Dept. of Geophysics Lines: 15 In article <77100013@p.cs.uiuc.edu> moran@p.cs.uiuc.edu writes: > >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. Some mathematician proved that was impossible, but you can get very close. If you subtriangulate the triangles of a polyhedron most vertices will have six edges except some of those of the original polyhedron. A collegue of mine, chuck@hanauma.stanford.edu, propagated seismic waves on a spherical mesh derived from a subtriangulated icosahedron. The asymmetries of the original twelve vertices still caused numerical artifacts in the wave equation even when triangulated to 160K triangles. He significatly attenuated artifacts by equalizing triangular areas as a least squares problem even though the resulting movement of the vertices was miniscule.