Does anyone have any good implementation strategies or resources for putting together a b-rep modeling system?
OpenCascade is an apparently good library for b-rep modeling (used by FreeCad and PythonOCC are both very cool) but the library is huge, complicated and may not be a good starting point to learn about b-rep modeling 'engines'.
I've done quite a bit of research paper reading, and while the fundamental math is useful for understanding why everything works, its left me with some implementation questions.
The halfedge data-structure seems to be the preferred way to store information about a body in b-rep implementations.
So a handful of questions in no particular order:
Using the halfedge data-structure how is rendering typically implemented? Triangulation based on the solid's boundaries?
How are circular faces/curved surfaces typically implemented? For instance a cylinder in one basic introduction to b-rep's I read, was internally stored as a prism. IE an extruded triangle and meta-data was stored about the cap faces denoting that they were indeed circular.
How are boolean operations typically implemented? I've read about generating BSP-Tree's along the intersection curves then combining those tree's to generate the new geometry. Are there other ways to implement boolean operations and what sort of pro's/con's do they have?
Thanks!
If you'd like to provide a code example don't worry about the language -- the questions are more about algorithmic/data-structure implementation details
I'm working on a B-Rep modeler in C# (I'm in a very early stage: it's an huge project) so I ask myself the same questions as you. Here is my answers:
Segment3d
, Circle3d
...) and each half-edge hold an instance of one of theses classes. Each face hold an instance of a surface object (plane, cylinder, sphere...);The best books I've found on this subject:
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