8 Jan
2013
8 Jan
'13
6:11 p.m.
For purposes of 3d graphics, a much more obvious property to approximate is the surface normal. The surface normal is used directly in graphic rendering to calculate reflectance for all but 100% "matte" surfaces. This immediately eliminates "crinkly" approximations. On 01/07/2013 09:05 PM, Henry Baker wrote:
I was thinking today that I need to make more precise my definition of "approximation" to a 3D surface.
In the case of a sphere, I think that 1) the limit of the series should have the same _volume_ as the sphere; and 2) the limit of the series should have the same _surface area_ as the sphere.