4 ms·
I've been working on tools of this nature for about four years, though the only thing that's made it through mostly-unchanged is the geometry kernel. This grew
by mkeeter 11y ago
I've been working on tools of this nature for about four years, though the only thing that's made it through mostly-unchanged is the geometry kernel.
This grew out of my thesis work (2011-2013); in rough chronological order, here are a few documents from that time period:
http://fab.cba.mit.edu/classes/S62.12/people/keeter.matt/index.html http://fab.cba.mit.edu/classes/S62.12/people/keeter.matt/ind...
http://www.mattkeeter.com/projects/kokopelli/ http://www.mattkeeter.com/projects/kokopelli/
http://www.mattkeeter.com/research/thesis.pdf http://www.mattkeeter.com/research/thesis.pdf
http://www.mattkeeter.com/research/siggraph_poster.pdf http://www.mattkeeter.com/research/siggraph_poster.pdf
- phkahler 11y agoI just ran across your thesis a couple days ago while searching on representations for CSG. While I did not read it in detail, the representation seemed strange to me. I couldn't see how it can represent things like perfectly round holes. BTW I was ray tracing CSG objects for RT chess back in 2001. Here's a pic:http://www.caiman.us/scripts/fw/f282.html http://www.caiman.us/scripts/fw/f282.html I implemented a primitive called quadratic lathe which took 3 points on a curve and revolved them around the vertical axis as an implicit surface intersected with a slab to limit the vertical span. Most of the chess pieces were created by sketching them on graph paper and putting the profile coordinates into code. If you want to run it, beware of potential malware from sites that have it. Also, replace the SDL dll in there - somehow a bad version got in our original zip. I may not have source for the game any more, but the renderer has progressed a bit and now supports multithreading.