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bounding boxes for loop's subdivision patchesHi Everyone, I am working on ray tracing Loop's subdivision surface, and I wonder if there is a fast way to compute the bounding box of each subdivided patch (a patch is a single triangle in the base mesh). Ideally I would like to compute these bounding boxes from the base mesh, NOT the finely subdivided mesh, which is expensive. They don't have to be exact but should be fairly tight for fast ray tracing. Thanks!!
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