[Bf-committers] Fwd: Surface from particles (Farsthary)

Tom M letterrip at gmail.com
Thu Jan 21 21:13:13 CET 2010

The usual method is to use a marching cubes/tetrahedron implementation


and here is a marching tiles algorithm used for fluids


Other options are point splattering, carpeting (ie dual carpet quadtree)

Ie see

Realistic and interactive simulation of rivers
P. Kipfer, R. Westermann
Proceedings of Graphics Interface 2006 (2006)
Publisher: Canadian Information Processing Society Toronto, Ont.,
Canada, Canada, Pages: 41–48



On Thu, Jan 21, 2010 at 10:24 AM, Raul Fernandez Hernandez
<raulf at info.upr.edu.cu> wrote:
> Hi all :)
>  I have started to implement the surface generator from the particles,
> currently I'm on early stages and I get pretty crude and slow results,
> but is working :) There's a lot of things that I need to investigate also
> so will be very wellcome papers and resources.(for example fast surfacing
> methods, etc.) since for particle methods there's no much public aviable
> information (at last for me).
>  I also need to learn more OpenGL and how it works with Blender methods,
> for example:
>  what is the best/fastest way to display an array of triangles?
>  I think Blender uses displist? but how does they works?
>  what I'm doing rigth now is iterating over the triangle list and draw
> each one...
> This is a valuable skill when I tackle Voxel Sculpting again since that
> part will be central to the voxel scuplting method.
>                As soon as I get better results I will post them :)
>                                     Cheers   Raul
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