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Smooth Surface after Boolean

famadorianfamadorian Member Posts: 390 ✭✭✭
I created a hole using boolean operation and the hole is like a polygonal surface. Why is it not a smooth NURBS surface?


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Answers

  • MBartlett21MBartlett21 Member, OS Professional, Developers Posts: 2,034 EDU
    The surface is smooth, it is just the tesselation
    mb - draftsman - also FS author: View FeatureScripts
    IR for AS/NZS 1100
  • famadorianfamadorian Member Posts: 390 ✭✭✭
    They're NURBS surfaces. There shouldn't be any tessellation at this stage  
  • MBartlett21MBartlett21 Member, OS Professional, Developers Posts: 2,034 EDU
    Onshape tessellated the smooth surface into triangles that the browser renders, as the browser cannot directly render a smooth surface.

    Internally, your surface is still smooth.
    mb - draftsman - also FS author: View FeatureScripts
    IR for AS/NZS 1100
  • famadorianfamadorian Member Posts: 390 ✭✭✭
    joe_dunne said:
    You may be referring to the grey and blue overlap? That is a due to you having two surfaces overlapping that same space. There is a cylindrical surface and a solid part. Just a display thing. If you turn the surface off you will see a smooth hole
    Of course;) Thank you. 

  • Jake_RosenfeldJake_Rosenfeld Moderator, Onshape Employees, Developers Posts: 1,646
    edited January 2019
    For anyone who is interested (even though this wasn't really the initial question):

    With the most widespread approach to graphics display, ALL geometry must be represented as a mesh of triangles before being rendered to the screen.  Here is an image of what a cylinder's triangles can look like:


    You might think "That looks pretty blocky, how does it appear smooth when I rotate around it".  The answer is quite literally "A trick of the light".  By assigning the correct surface normals at each triangle vertex, the system will interpolate the surface normal at every pixel it draws, and allow the lighting to look smooth (rather than blocky) over the surface of the face, giving it a smooth appearance.

    Some interesting resources:
    https://en.wikipedia.org/wiki/Graphics_pipeline
    https://www.scratchapixel.com/lessons/3d-basic-rendering/introduction-to-shading/shading-normals

    And, for the interested, some graphics processes that does not rely on tessellation:
    https://en.wikipedia.org/wiki/Ray_tracing_(graphics)
    http://jamie-wong.com/2016/07/15/ray-marching-signed-distance-functions/



    Bonus! A simple answer to "Why do small complicated features slow down my framerate":


    Jake Rosenfeld - Modeling Team
  • famadorianfamadorian Member Posts: 390 ✭✭✭
    So, tesselation sucks and ray tracing, FTW;)
  • Jake_RosenfeldJake_Rosenfeld Moderator, Onshape Employees, Developers Posts: 1,646
    @famadorian

    Real-time ray tracing requires some beefy hardware :)
    Jake Rosenfeld - Modeling Team
  • Jake_RosenfeldJake_Rosenfeld Moderator, Onshape Employees, Developers Posts: 1,646
    edited January 2019
    Some people use path tracing to get around this:

    http://madebyevan.com/webgl-path-tracing/

    The tradeoff is that it's fuzzy while you're rotating, and then resolves to look nice over time (Not exactly ideal for CAD).
    Jake Rosenfeld - Modeling Team
  • joe_dunnejoe_dunne Onshape Employees, Developers, csevp Posts: 198
    FWIW,  There is always a tradeoff. Want it to look good? You need more triangles. What it do be fast? You need less triangles. Want to use Ray Tracing? Then dont have a large graphics window.  Ray Tracing products I have used are less sensitive to number of triangles, true. But RT is very sensitive to the size of the actual render window. As an example interactive Ray tracers are very fast @ say 300x300 pixels. But go to full resolution at 4K and they are ridiculously slow even with a simple 3D box.  And Ray Tracers require pre computation and setup of the graphics scene before they can display it. So they traditionally have been unsuited for a modeling environment. A modeling environment where users are adding and removing triangles....  You will notice all RT examples are basically "viewers" Even the new Nvidia stuff

    https://www.youtube.com/watch?v=1IIiQZw_p_E

    Notice they rotate, zoom, move a parts, change visual characteristics. Notice what you do not see? modeling. it's not an oversight I suspect.


    Hope we did not go off tangent too much.
    Joe Dunne / Onshape, Inc.
  • Paul_ArdenPaul_Arden Member, Onshape Employees, Developers Posts: 163
    Not to take it further off topic but I couldn't resist chiming in after stumbling on this...

    Just to note that ray-tracing itself does not avoid tessellation, in fact almost every ray-tracing renderer out there is still using tessellated geometry (though as Joe points out, they can handle a lot more of it so you can typically crank up the tessellation). However ray-tracing as a process is independent of the geometric representation used, whether it is polygons, triangles, NURBS, Subdivision Surfaces, distance fields or something else.

    Ray-tracers implement a ray-object intersection algorithm, where the object part of that could be a variety of things, but in most cases today, that object is still a triangle (even polygons are usually tessellated into triangles before getting to the raytracer). There are some exceptions, for example VRED has the capability to directly evaluate ray-NURBS intersections instead of ray-triangle intersections and so can operate directly on NURBS geometry without the need for tessellation.

    This sounds wonderful but in practice it ends up being too slow and memory intensive to be useful in all but very specialised cases (for example reflector design for headlamps). Years ago we implemented a ray-NURBS intersector but when we benchmarked it against tessellating the same geometry to an insane level so you couldn't really tell the difference, the tessellated version still came out on top in terms of speed and memory. Ray intersection with higher order primitives is however still an active area of research and could be very interesting if these problems are ever overcome, for now, for the vast majority of cases, you're still going to be using triangles.

    As Joe also mentioned, ray-tracing renderers (of which there are many types of course) are not so sensitive to triangle count due to their use of acceleration structures, but rather pixel count. In this respect the new AI Denoising techniques (which we do make available in RealityServer as well) are extremely useful and allow better scaling with respect to image resolution.

    In terms of interactive changes, we get pretty good results with this in our ray-tracing engine however I wouldn't want to be trying to move objects around at 30fps. The RTX RT Core in-silicon technology however does also accelerate the building of acceleration structures in addition to casting rays and that is what makes interactive changes in ray-tracers slower, so there is some hope there. We are currently working on RTX support for RealityServer so this is a very active topic right now.
  • Jake_RosenfeldJake_Rosenfeld Moderator, Onshape Employees, Developers Posts: 1,646
    @paul_arden

    Thanks for all the extra info! I learned something new today!
    Jake Rosenfeld - Modeling Team
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