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The constrained Delaunay triangulation in Loop-Blinn is for tessellating the object so that every fragment belongs to at most one curve (i.e. removing self inte
by pcwalton 5y ago
The constrained Delaunay triangulation in Loop-Blinn is for tessellating the object so that every fragment belongs to at most one curve (i.e. removing self intersections). It doesn't approximate cubic Béziers with quadratic ones. See section 4 and especially section 4.5 in the paper.
- slimsag 5y agoOh, you're right. I feel a bit of a doofus now :) It's been a year since I looked at the Loop-Blinn paper, I had forgotten they did this. That's not a good excuse, I should've shut up or spent the time to actually look it up before commenting :) Regardless of what they do there, hopefully my general idea comes across clearly from my comment above: create tools that allow users to directly compose/animate convex/concave quadratic curves (which render trivially on a GPU as triangles with a fragment shader), and leave dealing with overlaps to the user + tools.