>corners where 3 fillets meet
I would imagine there are a few different possible options (preferably a settable parameter):* Intersection. Conceptually the simplest, the chamfers would just be joined by the solid addition of all three fillet surfaces, creating three new sharp corner edges that meet at a single vertex.
* Rolling sphere. Imagine an idealized spherical "thumb" smoothing out caulk. The middle would be joined by a new spherical concave surface, tangent to all three fillets. Also generalizable to convex fillet intersections, smoothing out sharp corners.
* NURBS, with adjustable parameters or even control points, eg when you want a little more "meat" in a corners for strength of a part.
* Flat corners, for chamfers (what do do when N>3 corners meet?)
* What else?
Ideally you might be able set the corner type separately for inside vs outside corners, or on a per-vertex or (in the most granular case) per-incoming-edge basis? Is that crazy?
How do saddle corners[0] behave? Does it just "work out" and (by some miracle) uniquely resolve for all permutations and corner types?
It certainly gets complex quickly!
[0] center, where the cubes all intersect https://entitleblogdotorg3.files.wordpress.com/2015/02/esche...