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Subdivision Curves & Surfaces

Subdivision Curves & Surfaces. Work of G. de Rham on Corner Cutting in 40’s and 50’s Work of Catmull/Clark and Doo/Sabin in 70’s Work of Loop in mid-80’s Work in 90’s: Pixar’s Geri’s Game (Academy Award). Subdivision.

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Subdivision Curves & Surfaces

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  1. Subdivision Curves & Surfaces • Work of G. de Rham on Corner Cutting in 40’s and 50’s • Work of Catmull/Clark and Doo/Sabin in 70’s • Work of Loop in mid-80’s • Work in 90’s: Pixar’s Geri’s Game (Academy Award) Dinesh Manocha, COMP258

  2. Subdivision Subdivision defines a smooth curve or surface as the limit of a sequence of successive refinements Each refined version is obtained by adding a point corresponding to each line segment Dinesh Manocha, COMP258

  3. Subdivision Surfaces Example of subdivision for a surface, showing 3 successive levels of refinement. On the left an initial triangular mesh approximating the surface. Each triangle is split into 4 according to a particular subdivision rule (middle). On the right the mesh is subdivided in this fashion once again. Dinesh Manocha, COMP258

  4. Subdivision Rules • Efficiency: the location of new points should be computed with a small number of floating point operations • Compact support: the region over which a point influences the shape of the final curve or surface should be small and finite • Local definition: the rules used to determine where new points go should not depend on “far away” places • Affine invariance: if the original set of points is transformed, e.g., translated, scaled, or rotated, the resulting shape should undergo the same transformation • Simplicity: determining the rules themselves should preferably be an offline process and there should only be a small number of rules • Continuity: what kind of properties can we prove about the resulting curves and surfaces, for example, are they differentiable? Dinesh Manocha, COMP258

  5. Possible Advantages • Handling of arbitrary topology • Multi-resolution representation: accommodates LOD rendering and adaptive approximation with error bounds • Uniformity of representations: polygons and patches • Numerical stability: good properties for finite element solvers • Implementation simplicity Dinesh Manocha, COMP258

  6. NURBS vs Subdivision • Subdivision surfaces do not have a global, closed form mathematical representation • NURBS easier to tessellate • Easy to compute global properties • Easier to implement in hardware • Intersections and Boolean combinations: not well understood for subdivision surfaces; perhaps more messy… • Bernstein basis: has some of the best numerical properties in terms of evaluation and intersection computations • Uniform spline curves are a special case of subdivision curves Dinesh Manocha, COMP258

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