ACM Transactions on Graphics · 2008 · 139 citations · 15 references
ArchitectureComputer ScienceHigh-performance ComputingComputational GeometryComputer GraphicsGeometric ModelingGeometric ApproximationGeometry ProcessingSubdivision SurfacesSurface ModelingSurface ReconstructionSurface ShadingCatmull-clark SubdivisionDisplacement MappingExtraordinary VerticesSubdivision Surface ApproximationSurface Displacement MappingSurface SubdivisionSurface TessellationTessellations
We present a simple and computationally efficient algorithm for approximating Catmull-Clark subdivision surfaces using a minimal set of bicubic patches. For each quadrilateral face of the control mesh, we construct a geometry patch and a pair of tangent patches. The geometry patches approximate the shape and silhouette of the Catmull-Clark surface and are smooth everywhere except along patch edges containing an extraordinary vertex where the patches are C 0 . To make the patch surface appear smooth, we provide a pair of tangent patches that approximate the tangent fields of the Catmull-Clark surface. These tangent patches are used to construct a continuous normal field (through their cross-product) for shading and displacement mapping. Using this bifurcated representation, we are able to define an accurate proxy for Catmull-Clark surfaces that is efficient to evaluate on next-generation GPU architectures that expose a programmable tessellation unit.
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Subdivision surfaces in character animation
Tony DeRose, Michael Kass, Tien Van Truong · 1998 · 563 citations · Full text
Arts, Design, 3D Modeling +8