Adaptive Tessellation for Catmull-Clark Subdivision (SIGGRAPH course presentation)

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Just checking in to see how you are progressing! Anythjng new?

ianmcglasham
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Thanks for the presentation! Would there be an advantage in using mesh shaders to compute the tessellated geometry to reduce memory usage?

thewarhelm
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this is neat but wouldnt it be better to just use alembic?

badimagerybyjohnromine
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Hi, very nice presentation.

I’m trying to figure out why you need the sum reduction tree to calculate next/prev in the halfedge. Is that because you allow subdivision of arbitrary n-gons? Otherwise, if we only allow up to e.g pentagonal shapes as in the example, wouldn’t it just be sufficient to look at the face-id of the halfedges in the local neighborhood? E.g for 3 in the example around 12:00, we could look at 4 immediately to see that we need to wrap, and then we look at most 5 steps (2 in this case) back to realize we will wrap around to 0.

What am I missing? Isn’t it unnecessarily slow to create the sum reduction tree for very large meshes? Say you allow n-gons, then wouldn’t it be sufficient to binary search over the half edges just comparing the face-id until you hit the upper and lower bounds?

Gymomanen
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Edge hardness coming over from blender would be awesome, but I dont think the default blend importer takes that into Unity

nathanfranck
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I'd buy a 100 dollar asset store package with this working from blender 👍

nathanfranck