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\subsection{Extremities}
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\subsection{Extremities}
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After computing the mesh around the splines we need to draw the
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After computing the mesh around the splines we need to draw the extremities using subdivisions to obtain smoother extremities.
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extremities using subdivisions to obtain smoother extremities.
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The first step is to calculate the projection of the extremity circle on the correspondent sphere. Then for a subdivision of depth 0 we link this projection with the mesh points along the extrem circle (see Figure \ref{projection}). For one subdivision we take the middle of each segments compute earlier and we project it on the sphere (see Figure \ref{sub}). Finally we made a triangular mesh the way you can see on Figure \ref{mesh}).
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The first step is calculate the projection of the extremity circle on the correspondant
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sphere. Then for a subdivision of depth 0 we link this projection with the mesh points
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along the extrem circle (see Figure \ref{projection}). For one subdivision we take the middle of each segments compute
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earlier and we project it on the sphere (see Figure \ref{sub}). Finally we made triangular mesh the way you can see on
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Figure \ref{mesh}).
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The rendering of our extremities on dino.skl for example can be seen Figures \ref{extremity2} (2 subdivisions) and \ref{extremity10}
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The rendering of our extremities on dino.skl for example can be seen on Figures \ref{extremity2} (2 subdivisions) and \ref{extremity10}
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(10 subdivisions).
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(10 subdivisions).
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\begin{figure}[h!]
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\begin{figure}[h!]
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