3D graphics eBook - Course Materials Repository
3D graphics eBook - Course Materials Repository
3D graphics eBook - Course Materials Repository
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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]