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A subdivision surface, in the field of 3D computer graphics, is a method of representing a smooth surface via the specification of a coarser piecewise linear polygon mesh. 3D computer graphics (in contrast to 2D computer graphics) are graphics that use a three-dimensional representation of geometric data that is stored in the computer In Mathematics, specifically in Topology, a surface is a Two-dimensional Manifold. Piecewise linear may refer to Piecewise linear function Piecewise linear manifold A polygon mesh or Unstructured grid is a collection of vertices edges and faces that defines the shape of a polyhedral object in 3D computer The smooth surface can be calculated from the coarse mesh as the limit of an iterative process of subdividing each polygonal face into smaller faces that better approximate the smooth surface. In Mathematics, the concept of a " limit " is used to describe the Behavior of a function as its argument either "gets close" In Geometry, a face of a Polyhedron is any of the Polygons that make up its boundaries

First three steps of Catmull-clark subdivision of a cube with subdivision surface below
First three steps of Catmull-clark subdivision of a cube with subdivision surface below

Contents

Overview

The subdivision surfaces algorithm is recursive in nature. The process starts with a given polygonal mesh. A Refinement Scheme is then applied to this mesh. This process takes that mesh and subdivides it, creating new vertices and new faces. The positions of the new vertices in the mesh are computed based on the positions of nearby old vertices. In some refinement schemes, the positions of old vertices might also be altered (possibly based on the positions of new vertices).

This process produces a denser mesh than the original one, containing more polygonal faces. This resulting mesh can be passed through the same refinement scheme again and so on.

The limit subdivision surface is the surface produced from this process being iteratively applied infinitely many times. In practical use however, this algorithm is only applied a limited, and usually fairly small, number of times.

Refinement Schemes

Subdivision surface refinement schemes can be broadly classified into two categories: interpolating and approximating. Interpolating schemes are required to match the original position of vertices in the original mesh. Approximating schemes are not; they can and will adjust these positions as needed. In general, approximating schemes have greater smoothness, but the user has less overall control of the outcome. This is analogous to spline surfaces and curves, where Bézier splines are required to interpolate certain control points, while B-Splines are not. In the mathematical field of Numerical analysis, a spline is a special function defined Piecewise by Polynomials In interpolating In the mathematical field of Numerical analysis, a Bézier curve is a Parametric curve important in Computer graphics and related fields In the mathematical subfield of Numerical analysis, a B-spline is a spline function that has minimal support with respect to a given degree

There is another division in subdivision surface schemes as well: the type of polygon that they operate on. Some function for quadrilaterals (quads), while others operate on triangles.

Approximating Schemes

Approximating means that the limit surfaces approximate the initial meshes and that after subdivision, the newly generated control points are not in the limit surfaces. There are four approximating subdivision schemes:

Interpolating Schemes

After subdivision, the control points of the original mesh and the new generated control points are interpolated on the limit surface. The earliest work was so-called butterfly scheme by Dyn, Levin and Gregory (1990), who extended the four-point interpolatory subdivision scheme for curves to a subdivision scheme for surface. Zorin, Schröder and Swelden (1996) noticed that the butterfly scheme cannot generate smooth surfaces for irregular triangle meshes and thus modified this scheme. Kobbelt (1996) further generalized the four-point interpolatory subdivision scheme for curves to the tensor product subdivision scheme for surfaces.

Key developments

External links

References

  1. ^ Ulrich Reif. Pixar Animation Studios is a CGI animation production company based in Emeryville California. SIGGRAPH (short for S pecial I nterest G roup on GRAPH ics and Interactive Techniques is the name of the annual conference on Computer graphics SIGGRAPH (short for S pecial I nterest G roup on GRAPH ics and Interactive Techniques is the name of the annual conference on Computer graphics 1995. A unified approach to subdivision algorithms near extraordinary vertices. Computer Aided Geometric Design. 12(2)153-174
  2. ^ Jos Stam, "Exact Evaluation of Catmull-Clark Subdivision Surfaces at Arbitrary Parameter Values", Proceedings of SIGGRAPH'98. In Computer Graphics Proceedings, ACM SIGGRAPH, 1998, 395-404

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