Previous | Next --- Slide 21 of 51
Back to Lecture Thumbnails
Spantheras

Is it always the case that we try to prevent meshes from intersecting? Or are there cases where we're better of ignoring it?

amilich

I think the point is that we know how to render complex images (with alpha transparency or high numbers of triangles), but animation means we need to be able to do math with them; like a leaf falling to the ground

csciutto

How can we prevent rendering an object inside of another? Would you split the mesh into intersecting and non-intersecting parts, and dis-consider the former? If were to render them via translucency, we would get error, e.g. a finder inside a palm...