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OpenSubdiv supports conversion of an input control polyhedron into such patches that describe the limit surface (on CPU and GPU).

But AFAIK it will generate a variety of patch types (not just regular b-spline) to accurately represent extraordinary vertices and non-quad base faces.[1]

In general such representations are hard to manipulate. Stitching cubic patches ensuring C2 or C3 continuity is how we did organic modeling before the advent (or re-discovery, rather) of subdivision surfaces.

E.g. the dinosaurs in "Jurassic Park" were modeled from stitched NURBS patches.

[1] https://graphics.pixar.com/opensubdiv/docs/bfr_overview.html



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