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Subdivision%20Surfaces

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Trim Curves Susceptible to Numerical Error. Very Hard to Sock with ... Doo-Sabin. Mid-Edge. 2 steps. 4 steps. 16. Interpolating. Even Vertices Remain Stationary ... – PowerPoint PPT presentation

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Title: Subdivision%20Surfaces


1
Subdivision Surfaces
  • Jeff Ballard
  • Nick Rasmussen

2
Overview
  • Motivation for Subdivision Surfaces
  • Subdivision Schemes
  • Interesting Properties
  • Discussion of Papers

3
Traditional Modeling Techniques
  • Polygons
  • Splines
  • Implicit Surfaces

4
Polygons - Pro
  • Fast
  • Arbitrary Topology
  • Easy Stitching

5
Polygons - Con
  • C0 Continuity
  • High Counts for Complex Surfaces
  • Edits Hard to do Globally

6
B-Splines - Pro
  • Mathematically Elegant
  • Well Understood
  • C2 Everywhere

7
B-Splines - Con
  • Needs Socking to Prevent Cracks
  • Sharp/Curved Edges Hard
  • High CV Count Creatures

8
NURBS - Pro
  • CV Weights gt Sharp Edges, Finer Control
  • Trim Curves
  • Widespread Support (sort-of )

9
NURBS - Con
  • Trim Curves Susceptible to Numerical Error
  • Very Hard to Sock with Trim Curves
  • Difficult to Implement
  • Greater Sophistication Needed for Modeling Tools

10
Implicit Surfaces - Pro
  • Blobby Objects
  • Mathematically Trivial

11
Implicit Surfaces - Con
  • Poor Control
  • Hard to Model Details
  • Achieving Correct Polyginization

12
Why Subdivision Surfaces?
  • Single Surface for All Modeling Operations
  • Multi-Resolution Edits
  • Extensions to Support Sharp Edges
  • Arbitrary Topology
  • No Cracks

13
Subdivision Terminology
  • Vertices
  • Regular/Extraordinary
  • Odd/Even
  • Face/Edge
  • Edges
  • Boundaries and Creases
  • Control Mesh

14
Overview Of Subdivision Schemes
  • Corner Cutting
  • Vertex Insertion
  • Interpolating
  • Approximating

15
Corner Cutting
  • Old Vertices are Discarded
  • Common Schemes
  • Doo-Sabin
  • Mid-Edge

2 steps
4 steps
16
Interpolating
  • Even Vertices Remain Stationary
  • Inflates Out to Limit Surface (bad)
  • Common Schemes
  • Modified Butterfly (triangle based)
  • Kabbelt (quad based)

17
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)

18
Subdivision ExampleCatmull-Clark
  • Quad-Based
  • Approximating Subdivision Surface
  • Isomorphic to B-Spline Patch Around Regular
    Vertices

19
Catmull-Clark Demonstration
20
Interesting Properties
  • Explicit Evaluation
  • Subdivide Scalar Parameters
  • Snap to Limit Surface

21
Big Wins
  • No Cracks

22
Big Wins (cont.)
  • View-Dependant Mesh Refinement
  • Operate on only one Geometry
  • Polygon Reduction on Control Mesh
  • Pawn Geometry

23
Papers
  • Interactive Multiresolution Mesh Editing
  • Zorin et. al.
  • Non-Uniform Recursive Subdivision Surfaces
  • Sederberg et. al.
  • Exact Evaluation of Loop Subdivision Surfaces
  • Jos Stam

24
Papers (cont.)
  • Exact Evaluation of Catmull-Clark Subdivision
    Surfaces
  • Jos Stam
  • Subdivision Surfaces in Character Animation
  • DeRose et. al.

25
Interactive Multiresolution Mesh Editing
  • Uniform Editing On All Detail Levels
  • Edit At One Resolution and Propagate Changes

26
Interactive Multiresolution Mesh Editing (cont.)
  • Subdivide Surfaces Only Where it Matters

27
Non-Uniform Recursive Subdivision Surfaces
  • Interesting, But Missed the Ball
  • NURSSesNURBS as Catmull-ClarkB-Splines
  • We Dont Want/Need NURBS

28
Exact Evaluation of Catmull-Clark Subdivision
Surfaces
  • Subdivision Surfaces Without Subdividing
  • Precompute Eigenbasis Functions
  • Produce the Limit Surface Directly

29
Subdivision Surfaces in Character Animation
  • Wonderful Overview of Subdivision Surfaces
  • The Right Way to do Edge Weights
  • Fits Well With RenderMan

30
Subdivision in Action
31
A Bugs Life
32
Geris Game
33
Conclusions
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