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Commits on Aug 15, 2012
  1. Increment version number.

    authored
    We're over due for a release and have made lots of awesome progress,
    so...
Commits on Aug 14, 2012
  1. Placate some version of GHC.

    authored
    Apparently some versions of GHC are getting antsy about type checking.
    In one case, it can be excused as polymorphism. The other case was
    trivial inference, so I'm rather confused. In any case, all versions of
    GHC I've tried are happy now...
  2. We stick an ImplicitCAD REST Snap server in here.

    authored
    For lack of a better place, I'm putting the Snap server for the API for
    the web version of ImplicitCAD here. I want it to be tightly integrated
    with ImplicitCAD...
  3. Cabal update and fixes for old GHC compatability.

    authored
    Generated executable now supports parallelism. Perhaps more importantly,
    this fixes issues with source files not matching up with the cabal file.
Commits on Aug 13, 2012
  1. More performance awesomness!!

    authored
    (In short, more data sharing and rewriting code to flow with the data
    structures.)
    
    Let's recap. We began the evening hacking sesion with the union.scad
    example renering, without parallelism, in:
    
    real    0m2.256s
    user    0m2.116s
    sys     0m0.140s
    
    Our first improvement turned this into:
    
    real    0m1.691s
    user    0m1.612s
    sys     0m0.080s
    
    Then we got:
    
    real    0m1.372s
    user    0m1.300s
    sys     0m0.072s
    
    ... now we're getting ... *drumroll*
    
    real    0m0.442s
    user    0m0.388s
    sys     0m0.052s
    
    Similarily, the car_rim example began at:
    
    real    0m9.298s
    user    0m8.957s
    sys     0m0.340s
    
    It now renders at:
    
    real    0m2.196s
    user    0m2.088s
    sys     0m0.108s
  2. More work on performance.

    authored
    We generate all obj values and use them for calculuating mids.
    
    Recall from last commit, the union.scad example.
    
    Before last commit, the following is an example of normal,
    non-parallel, performance.
    
    real    0m2.256s
    user    0m2.116s
    sys     0m0.140s
    
    The previous commit turned this into:
    
    real    0m1.691s
    user    0m1.612s
    sys     0m0.080s
    
    Now, we acheive:
    
    real    0m1.372s
    user    0m1.300s
    sys     0m0.072s
  3. Performance improvements in Render.hs procedure!

    authored
    After a lot of work and fun with ParallelArrays, we make our functions
    flow along the lists we're working with... This leads to performance
    improvements. However, if we do this for calculuating segs*, it hurts
    performance! Your guess is as good as mine, here... Magic?
    
    Some benchmarks:
    
    No Parallelism:
    
    (union.scad, new)
    real    0m1.691s
    user    0m1.612s
    sys     0m0.080s
    
    (union.scad, old)
    real    0m2.256s
    user    0m2.116s
    sys     0m0.140s
    
    (car_rim.scad, new)
    real    0m7.308s
    user    0m7.044s
    sys     0m0.260s
    
    (car_rim.scad, old)
    real    0m9.298s
    user    0m8.957s
    sys     0m0.340s
    
    With Parallism (ec2, +RTS -N8 -RTS):
    
    (car_rim.scad, new)
    real    0m2.572s
    user    0m12.509s
    sys     0m2.676s
    
    (car_rim.scad, old)
    real    0m3.256s
    user    0m17.113s
    sys     0m3.784s
    
    Progess, yay!!
Commits on Aug 10, 2012
  1. Fix Rotate2 bounding box issue.

    authored
Commits on Aug 9, 2012
  1. Better square merging improves mesh reduction.

    authored
    We allow parallelagrams as well as squares. The code works the
    same and some squares looked like parallelagrams to the program.
  2. TesselateLoops matches corners better.

    authored
    By shrinking the loop as much as possible while only generating
    triangles flat to the surface, TesselateLoops is better able to match
    sharp edges. The result is much cleaner meshes. See bad.scad,
    extrude.scad examples.
Commits on Aug 8, 2012
  1. Oops, forgot to add Render.hs.

    authored
  2. Massive refactoring.

    authored
Commits on Aug 4, 2012
  1. ThreeJS fix/improve

    authored
    * Vertex -> Vertex3
    * Since we're no longer adding normal information, switch to
      TriangleMeshFormats
  2. Fix minor performance issue...

    authored
Commits on Aug 3, 2012
Commits on Aug 2, 2012
  1. Merge branch 'MetaMarch' of github.com:colah/ImplicitCAD into Marchin…

    authored
    …gCubes
    
    Conflicts:
    	Graphics/Implicit/Export/MarchingCubes.hs
  2. Merge reinoundz Marching Cubes implementation.

    authored
    Fix compatibility issues. Reset the disabled plugins work.
Commits on Aug 1, 2012
Commits on Jul 31, 2012
Commits on Jul 30, 2012
  1. Restructured tesselation algorithm.

    authored
    * Better parallelism
    * Better meta-inspection for loop tesselation.
Commits on Jul 29, 2012
Commits on Jul 28, 2012
  1. A replacement for marching cubes.

    authored
    Cubes work excellently under this new algorithm, but things are far
    from perfect.
Commits on Jul 26, 2012
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