07.01.2013 Views

3D graphics eBook - Course Materials Repository

3D graphics eBook - Course Materials Repository

3D graphics eBook - Course Materials Repository

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Subdivision surface 202<br />

used a four-directional box spline to build the scheme. This scheme generates C 1 continuous limit surfaces on<br />

initial meshes with arbitrary topology.<br />

• √3 subdivision scheme - This scheme has been developed by Kobbelt (2000) and offers several interesting<br />

features: it handles arbitrary triangular meshes, it is C 2 continuous everywhere except at extraordinary vertices<br />

where it is C 1 continuous and it offers a natural adaptive refinement when required. It exhibits at least two<br />

specificities: it is a Dual scheme for triangle meshes and it has a slower refinement rate than primal ones.<br />

Interpolating schemes<br />

After subdivision, the control points of the original mesh and the new generated control points are interpolated on the<br />

limit surface. The earliest work was the butterfly scheme by Dyn, Levin and Gregory (1990), who extended the<br />

four-point interpolatory subdivision scheme for curves to a subdivision scheme for surface. Zorin, Schröder and<br />

Swelden (1996) noticed that the butterfly scheme cannot generate smooth surfaces for irregular triangle meshes and<br />

thus modified this scheme. Kobbelt (1996) further generalized the four-point interpolatory subdivision scheme for<br />

curves to the tensor product subdivision scheme for surfaces.<br />

• Butterfly, Triangles - named after the scheme's shape<br />

• Midedge, Quads<br />

• Kobbelt, Quads - a variational subdivision method that tries to overcome uniform subdivision drawbacks<br />

Editing a subdivision surface<br />

Subdivision surfaces can be naturally edited at different levels of subdivision. Starting with basic shapes you can use<br />

binary operators to create the correct topology. Then edit the coarse mesh to create the basic shape, then edit the<br />

offsets for the next subdivision step, then repeat this at finer and finer levels. You can always see how your edit<br />

effect the limit surface via GPU evaluation of the surface.<br />

A surface designer may also start with a scanned in object or one created from a NURBS surface. The same basic<br />

optimization algorithms are used to create a coarse base mesh with the correct topology and then add details at each<br />

level so that the object may be edited at different levels. These types of surfaces may be difficult to work with<br />

because the base mesh does not have control points in the locations that a human designer would place them. With a<br />

scanned object this surface is easier to work with than a raw triangle mesh, but a NURBS object probably had well<br />

laid out control points which behave less intuitively after the conversion than before.<br />

Key developments<br />

• 1978: Subdivision surfaces were discovered simultaneously by Edwin Catmull and Jim Clark (see Catmull–Clark<br />

subdivision surface). In the same year, Daniel Doo and Malcom Sabin published a paper building on this work<br />

(see Doo-Sabin subdivision surfaces.)<br />

• 1995: Ulrich Reif solved subdivision surface behaviour near extraordinary vertices. [2]<br />

• 1998: Jos Stam contributed a method for exact evaluation for Catmull–Clark and Loop subdivision surfaces under<br />

arbitrary parameter values. [1]

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!