Michael,
I've been doing some manual experiments and have changed my mind about hatch spacing. You are right: for a surface having a uniform tone the hatch pitch should be uniform in image space. The thing that had me thinking otherwise was hatching with min curvature lines on a cylinder where uniform pitch in object space gives an illusion of curvature while uniform pitch in image space looks like a flat cutout:
But, I played around with some other shapes and am now pretty sure that all that's happening here is that uniform pitch in object space just happens to emulate the shading that results from a headlight in this one case. In other words, uniform pitch in object space is bad for other shapes.
Here's the most challenging sort of shape / viewpoint that I've tried to get uniform tone on:
It's bad because the shape is smooth and so I've found that breaking the hatch lines acts like a rough texture, because there are no natural locations at which to decimate the hatch lines in a discrete way, and aliasing + moire wreak havoc at the front and back.
Would you run this ring through your system and see how it comes out? Model and ViewManager file are attached. Please omit raster shading.
Sorry for being glib about accuracy. I've come to realize that integrating a direction field is a hard problem. I'm impressed by how well the examples have turned out if this integration is taking place in image space. I do believe that integrating in object space could have major advantages because the direction field would remain continuous at silhouettes, because face symmetries could be used as a hard cue for growing curvature lines, and for artistic flexibility. But, I don't have anything really useful to say on this at the moment so will keep working on the idea.
Regarding cones, I don't think there's a perfect solution for min curvature lines converging to the vertex. Here are the solutions that I know of, with max curvature lines being a clear winner:
- Peer
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