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CS 490.006/582.001 Special Models for Animation Page 120

Drawbacks to Triangle Meshes. Fine tessellation is required to overcome piecewise linear approximation. Only C 0 -continuous, so normals and curvature are usually interpolated between values estimated at vertices.

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CS 490.006/582.001 Special Models for Animation Page 120

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  1. Drawbacks to Triangle Meshes Fine tessellation is required to overcome piecewise linear approximation Only C0-continuous, so normals and curvature are usually interpolated between values estimated at vertices Lend themselves to self-intersections and holes not found in real-world surfaces CS 490.006/582.001 Special Models for Animation Page 120

  2. Octrees CS 490.006/582.001 Special Models for Animation Page 121

  3. Marching Cubes CS 490.006/582.001 Special Models for Animation Page 122

  4. Antialiasing CS 490.006/582.001 Special Models for Animation Page 123

  5. kD-Tree CS 490.006/582.001 Special Models for Animation Page 124

  6. Binary Space Partitioning Tree CS 490.006/582.001 Special Models for Animation Page 125

  7. Convolutions CS 490.006/582.001 Special Models for Animation Page 126

  8. Algebraic Surfaces CS 490.006/582.001 Special Models for Animation Page 127

  9. Procedural Surfaces CS 490.006/582.001 Special Models for Animation Page 128

  10. Manifolds CS 490.006/582.001 Special Models for Animation Page 129

  11. Level Sets CS 490.006/582.001 Special Models for Animation Page 130

  12. Lindenmayer Systems Grammar-based geometric modeling system Dragon Curve Variables: X, Y Constants: F (Draw Forward), + (Turn left 90 degrees), - (Turn right 90 degrees) Start: FX Rules: (X->X+YF), (Y->FX-Y) CS 490.006/582.001 Special Models for Animation Page 131

  13. Subdivision Surfaces CS 490.006/582.001 Special Models for Animation Page 132

  14. Level of Detail 5500 Vertices 2880 Vertices 1580 Vertices 670 Vertices 140 Vertices CS 490.006/582.001 Special Models for Animation Page 133

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