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Jeff Ballard Nick Rasmussen
Subdivision Surfaces Jeff Ballard Nick Rasmussen Jeff
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Overview Motivation for Subdivision Surfaces Subdivision Schemes
Interesting Properties Discussion of Papers Jeff
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Traditional Modeling Techniques
Polygons Splines Implicit Surfaces
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Polygons - Pro Fast Arbitrary Topology Easy Stitching
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Polygons - Con C0 Continuity High Counts for Complex Surfaces
Edits Hard to do Globally
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B-Splines - Pro Mathematically Elegant Well Understood C2 Everywhere
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B-Splines - Con Needs ‘Socking’ to Prevent Cracks
Sharp/Curved Edges Hard High CV Count Creatures
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NURBS - Pro CV Weights => Sharp Edges, Finer Control Trim Curves
Widespread Support (sort-of :)
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NURBS - Con Trim Curves Susceptible to Numerical Error
Very Hard to Sock with Trim Curves Difficult to Implement Greater Sophistication Needed for Modeling Tools
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Implicit Surfaces - Pro
‘Blobby’ Objects Mathematically Trivial
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Implicit Surfaces - Con
Poor Control Hard to Model Details Achieving Correct Polyginization
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Why Subdivision Surfaces?
Single Surface for All Modeling Operations Multi-Resolution Edits Extensions to Support Sharp Edges Arbitrary Topology No Cracks
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Subdivision Terminology
Vertices: Regular/Extraordinary Odd/Even Face/Edge Edges: Boundaries and Creases Control Mesh
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Overview Of Subdivision Schemes
Corner Cutting Vertex Insertion Interpolating Approximating
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Corner Cutting Old Vertices are Discarded Common Schemes: Doo-Sabin
Mid-Edge 2 steps 4 steps
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Interpolating Even Vertices Remain Stationary
‘Inflates’ Out to Limit Surface (bad) Common Schemes: Modified Butterfly (triangle based) Kabbelt (quad based)
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Approximating Even Vertices are Moved Converges in to Limit Surface
Convergence Faster than Interpolating Schemes Better Mathematical Properties Common Schemes: Loop (triangle based) Catmull-Clark (quad based)
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Subdivision Example: Catmull-Clark
Quad-Based Approximating Subdivision Surface Isomorphic to B-Spline Patch Around Regular Vertices
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Catmull-Clark Demonstration
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Interesting Properties
Explicit Evaluation Subdivide Scalar Parameters ‘Snap’ to Limit Surface
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Big ‘Wins’ No Cracks
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Big ‘Wins’ (cont.) View-Dependant Mesh Refinement
Operate on only one Geometry Polygon Reduction on Control Mesh ‘Pawn’ Geometry
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Papers Interactive Multiresolution Mesh Editing
Zorin et. al. Non-Uniform Recursive Subdivision Surfaces Sederberg et. al. Exact Evaluation of Loop Subdivision Surfaces Jos Stam
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Papers (cont.) Exact Evaluation of Catmull-Clark Subdivision Surfaces
Jos Stam Subdivision Surfaces in Character Animation DeRose et. al.
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Interactive Multiresolution Mesh Editing
Uniform Editing On All Detail Levels Edit At One Resolution and Propagate Changes
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Interactive Multiresolution Mesh Editing (cont.)
Subdivide Surfaces Only Where it Matters
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Non-Uniform Recursive Subdivision Surfaces
Interesting, But Missed the Ball NURSSes:NURBS as Catmull-Clark:B-Splines We Don’t Want/Need NURBS
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Exact Evaluation of Catmull-Clark Subdivision Surfaces
Subdivision Surfaces Without Subdividing Precompute Eigenbasis Functions Produce the Limit Surface Directly
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Subdivision Surfaces in Character Animation
Wonderful Overview of Subdivision Surfaces The Right Way to do Edge Weights Fits Well With RenderMan
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Subdivision in Action…
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A Bug’s Life
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Geri’s Game
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Conclusions
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