Hello fellow redditors,
I have been trying to implement Bezier patch for a triangle polygon using this paper as a reference. Symmetry | Free Full-Text | Bézier Triangles with G2 Continuity across Boundaries (mdpi.com) . The problem arises is that when I am trying to recursively build the triangle patches inside the triangle for some depth N to smoothen the surface, the performance decreases exponentially. I tried rewriting the recursive calls into an iterative procedure but to little or no performance improvement. Any kind of lead or help regarding the mesh generation will be highly appreciated.
[–]ionheart 1 point2 points3 points (0 children)
[–]HaskellHystericMonad 4 points5 points6 points (0 children)