OpenSubdiv/documentation/tutorials.rst

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Copyright 2013 Pixar
Licensed under the Apache License, Version 2.0 (the "Apache License")
with the following modification; you may not use this file except in
compliance with the Apache License and the following modification to it:
Section 6. Trademarks. is deleted and replaced with:
6. Trademarks. This License does not grant permission to use the trade
names, trademarks, service marks, or product names of the Licensor
and its affiliates, except as required to comply with Section 4(c) of
the License and to reproduce the content of the NOTICE file.
You may obtain a copy of the Apache License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the Apache License with the above modification is
distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
KIND, either express or implied. See the Apache License for the specific
language governing permissions and limitations under the Apache License.
Tutorials
---------
.. contents::
:local:
:backlinks: none
----
The tutorial source code can be found in the `github.com repository
<https://github.com/PixarAnimationStudios/OpenSubdiv/tree/master/tutorials>`__
or in your local ``<repository root>/turorials``.
----
.. raw:: html
<style> .line {text-align:justify;} </style>
----
.. |far_tut_0| image:: images/far_tutorial_0.0.png
:width: 100px
:target: images/far_tutorial_0.0.png
.. |far_tut_1| image:: images/far_tutorial_1.0.png
:width: 100px
:target: images/far_tutorial_1.0.png
.. |far_tut_3| image:: images/far_tutorial_3.0.png
:width: 100px
:target: images/far_tutorial_3.0.png
.. |far_tut_6| image:: images/far_tutorial_6.0.png
:width: 100px
:target: images/far_tutorial_6.0.png
.. list-table:: **Far Tutorials**
:class: quickref
:widths: 50 50
* - | **Tutorial 0**
| This tutorial presents in a very succinct way the requisite steps to
instantiate a Far mesh from simple topological data. `[code] <far_tutorial_0.html>`__
| |far_tut_0|
|
| **Tutorial 1**
| This tutorial shows how to interface a high-level topology representation
with Far for better efficiency. In tutorial 0, we showed how to instantiate
topology from a simple face-vertex list. Here we will show how to take
advantage of more complex data structures. `[code] <far_tutorial_1.html>`__
|
| **Tutorial 2**
| Building on tutorial 0, this example shows how to instantiate a simple mesh,
refine it uniformly and then interpolate both 'vertex' and 'varying' primvar
data. `[code] <far_tutorial_2.html>`__
| |far_tut_1|
|
2014-11-19 00:52:32 +00:00
| **Tutorial 3**
| Building on tutorial 0, this example shows how to instantiate a simple mesh,
refine it uniformly and then interpolate both 'vertex' and 'face-varying'
primvar data.
The resulting interpolated data is output as an 'obj' file, with the
'face-varying' data recorded in the uv texture layout. `[code] <far_tutorial_3.html>`__
| |far_tut_3|
|
2014-11-19 00:52:32 +00:00
- | **Tutorial 4**
| This tutorial shows how to create and manipulate FarStencilTable. We use the
factorized stencils to interpolate vertex primvar data buffers. `[code] <far_tutorial_4.html>`__
|
| **Tutorial 5**
| This tutorial shows how to create and manipulate both 'vertex' and 'varying'
FarStencilTable to interpolate 2 primvar data buffers: vertex positions and
vertex colors. `[code] <far_tutorial_5.html>`__
|
| **Tutorial 6**
| This tutorial shows how to interpolate surface limits at arbitrary
parametric locations using feature adaptive Far::PatchTable. `[code] <far_tutorial_6.html>`__
| |far_tut_6|
|
2014-11-19 00:52:32 +00:00
| **Tutorial 7**
| This tutorial shows how to create and manipulate tables of cascading
stencils to apply hierarchical vertex edits. `[code] <far_tutorial_7.html>`__
2014-11-19 00:52:32 +00:00
|
----
.. list-table:: **Osd Tutorials**
:class: quickref
:widths: 50 50
* - | **Tutorial 0**
| This tutorial demonstrates the manipulation of Osd Evaluator and BufferDescriptor.
`[code] <osd_tutorial_0.html>`__
|
- |
.. |hbr_tut_2| image:: images/hbr_tutorial_2.0.png
:width: 100px
:target: images/hbr_tutorial_2.0.png
.. list-table:: **Hbr Tutorials**
:class: quickref
:widths: 50 50
* - | **Tutorial 0**
| This tutorial presents, in a very succinct way, the requisite steps to
instantiate an Hbr mesh from simple topological data. `[code] <hbr_tutorial_0.html>`__
|
| **Tutorial 1**
| This tutorial shows how to safely create Hbr meshes from arbitrary topology.
Because Hbr is a half-edge data structure, it cannot represent non-manifold
topology. Ensuring that the geometry used is manifold is a requirement to use
Hbr safely. This tutorial presents some simple tests to detect inappropriate
topology. `[code] <hbr_tutorial_1.html>`__
|
- | **Tutorial 2**
| This tutorial shows how to subdivide uniformly a simple Hbr mesh. We are
building upon previous tutorials and assuming a fully instantiated mesh:
we start with an HbrMesh pointer initialized from the same pyramid shape
used in hbr_tutorial_0. We then apply the Refine() function sequentially
to all the faces in the mesh to generate several levels of uniform
subdivision. The resulting data is then dumped to the terminal in Wavefront
OBJ format for inspection. `[code] <hbr_tutorial_2.html>`__
| |hbr_tut_2|
|