One question I would have is how the graphical fidelity vs computational complexity tradeoff changes as your meshes have more and more bezier surfaces and if it can be more efficient to simply have more surfaces than to interpolate them better
snowshoes7
Interesting question. I think that the answer will certainly depend on the use case and what is available to you as a graphics programmer. Personally, I think it would still be best to interpolate your surfaces better and have greater continuity, rather than simply adding more surfaces, which themselves will necessitate at least some interpolation--then again, all of this is heavily compute-dependent.
litony396
How much more expensive is it to make a lot of C2 continuous surfaces compared to making C0 continuous surfaces instead?
One question I would have is how the graphical fidelity vs computational complexity tradeoff changes as your meshes have more and more bezier surfaces and if it can be more efficient to simply have more surfaces than to interpolate them better
Interesting question. I think that the answer will certainly depend on the use case and what is available to you as a graphics programmer. Personally, I think it would still be best to interpolate your surfaces better and have greater continuity, rather than simply adding more surfaces, which themselves will necessitate at least some interpolation--then again, all of this is heavily compute-dependent.
How much more expensive is it to make a lot of C2 continuous surfaces compared to making C0 continuous surfaces instead?