/[gzz]/manuscripts/AGPU/fillets.txt
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revision 1.5 by tjl, Sat Apr 12 11:00:37 2003 UTC revision 1.6 by tjl, Mon Apr 14 11:03:28 2003 UTC
# Line 53  so that it both leaves and enters nodes Line 53  so that it both leaves and enters nodes
53  This is important for some of our user interfaces.  This is important for some of our user interfaces.
54  [ screenshot from fillets demo showing both wireframe and normal ]  [ screenshot from fillets demo showing both wireframe and normal ]
55    
56  Fig.4. A more flexible algorithm for creating filleted shapes.  Fig.4. The mathematics behind a more flexible algorithm for creating
57  This algorithm has to create the shape from polygons instead  filleted shapes.  This algorithm creates the shape from polygons instead
58  of prerendered textures.  of prerendered textures by shifting the vertices in a vertex program.
59    
60  Fig.5. How edges of constant thickness and even of textures can be drawn  Fig.5. How edges of constant thickness and even of textures can be drawn
61  for the general polygonized shape using the Z buffer.  for the general polygonized shape using the Z buffer.
# Line 67  of the polygons drawn need not depend at Line 67  of the polygons drawn need not depend at
67  Fig.6. A random, badly laid out graph rendered using the polygonized  Fig.6. A random, badly laid out graph rendered using the polygonized
68  algorithm. To demonstrate the edge-drawing system, we have used a 1D  algorithm. To demonstrate the edge-drawing system, we have used a 1D
69  texture on the edge, creating two thin lines on the edges. The shapes  texture on the edge, creating two thin lines on the edges. The shapes
70  are unbroken.  are unbroken. Using features of the GPU this figure is drawn very quickly.
71    
72  Fig.7. Of course, since we're bevelling inside, we *can*, if we want to,  Fig.7. Of course, since we're bevelling the edge anyway, we *can*, if
73  also show the bevels using light. However, the angles of the bevels  we want to, also show the bevels using lighting. Naturally, the angles of
74  seen in the image need not correspond at all to the actual angles  the bevels seen in the image need not correspond at all to the actual
75  in the Z-buffer.  angles in the Z-buffer.
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