   Scene Patch Representation
  HiI needed some help/hints on algorithms or methods, creating a scene patch representation from a normal triangle scene, dynamically in real timesomething like the image below:thanks   
  Do you mean taking a triangle scene and converting it to patches? I imagine calculating some sort of connectivity information would be a good start, finding out which triangles connect to others. Also what sort of patches?   ;Quote:Do you mean taking a triangle scene and converting it to patches?yesabout the patch types, I need some kind of simple quad patches, something like the one's raytracers use for calculating lightmaps, etc.I'm new to the subject, and I may not have a clue about this, google couldn't help me either. just wanted to start experimenting on some raytracing stuffso the first thing I want to try is to divide the scene into patches so I can raytrace the scene, not per-pixel but for each patch;Quote:Original post by sepulQuote:Do you mean taking a triangle scene and converting it to patches?yesabout the patch types, I need some kind of simple quad patches, something like the one's raytracers use for calculating lightmaps, etc.I'm new to the subject, and I may not have a clue about this, google couldn't help me either. just wanted to start experimenting on some raytracing stuffso the first thing I want to try is to divide the scene into patches so I can raytrace the scene, not per-pixel but for each patchLightmapping is normally done by projecting each triangle into a texture atlas. To do that you need to generate a large texture then give each triangle unique UVs in that texture. I'm not sure what you mean by raytracing per patch? Are you trying to generate lightmaps, or render a view?   ;Quote:Original post by IbasaI'm not sure what you mean by raytracing per patch? Are you trying to generate lightmaps, or render a view?It sounds to me like he's referring to Hugo Elias' description of radiosity, but it's entirely possible that I'm reading too much into it.Quote:Original post by sepulabout the patch types, I need some kind of simple quad patches, something like the one's raytracers use for calculating lightmaps, etc.I'm new to the subject, and I may not have a clue about this, google couldn't help me either.It sounds to me like your problem is search terms.  My first step would be, as Ibasa indicated, to understand how texture mapping works.  The mathematical language here is "atlas," so google searches like "texture atlas" are good; the phrases "UV coordinates" and "UV mapping" are also commonly used in the computer graphics community and will probably lead you to better entry-level material.Once you understand this, you'll see that each "patch" is essentially a texel, and that the same principles that you use in UV mapping apply to what you want to do.   ;  thanks   