mcooper@s.cs.uiuc.edu (10/20/89)
I'm looking for a book/notes/post that gives a generalized algorithm or code for rendering 3D mathematical functions. (i.e. surfaces of revolution) ideally, it would allow a place for whatever formula is being used to be "plugged in" but that isn't strictly necessary. Specifically, I'm working on a an SGI Presonal Iris. My current (and admittedly naive) strategy is to simply calculate the z values over some patch of the surface, transform these vertices into polygons, store the poly- gons (with vertex normals) in a list, and just run through the list, letting the hardware lighting functions etc. take care of the rest. any help is appreciated. -Marc Cooper mcooper@cs.uiuc.edu University of Illinois C-U