Inside I: playing with geometry

insideI Inside I

Some­times you get caught up in tech­ni­cal stuff and for­get to have fun. Greatly inspired by Michael Hans­meyer, I set out build­ing a generic mesh class that would allow me to exper­i­ment with sub­di­vi­sion algorithms.

I found what I needed in the half-edge mesh data struc­ture. Un/Fortunately my quest for 3D Voronoi led me astray. I got some results but writ­ing a reli­able algo­rithm to make a pla­nar cut of a mesh turned out to be a major headache. I stuck to float­ing num­bers and round­ing errors kept com­ing back to bite me in the code. This was late April…

Now it’s mid June and I’m still­ing push­ing the same code around. Ok, real life kept inter­fer­ing, but still… more than 2 months with no spiel­erei. Yuck.

Click the image on the left to go to the applet and see how far I got. The code pro­vided is every­thing I have up to now and should be con­sid­ered some­thing–in-progress. I’m prob­a­bly paus­ing this for a while. Note to self: I already have a job, doing this should be fun :) .


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