mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-03 00:20:09 +00:00
503 lines
21 KiB
ReStructuredText
503 lines
21 KiB
ReStructuredText
..
|
|
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.
|
|
|
|
|
|
Subdivision Surfaces
|
|
--------------------
|
|
|
|
.. contents::
|
|
:local:
|
|
:backlinks: none
|
|
|
|
----
|
|
|
|
Introduction
|
|
============
|
|
|
|
The most common way to model complex smooth surfaces is by using a patchwork of
|
|
bicubic patches such as BSplines or NURBS.
|
|
|
|
.. image:: images/torus.png
|
|
:align: center
|
|
:height: 200
|
|
|
|
However, while they do provide a reliable smooth limit surface definition,
|
|
bi-cubic patch surfaces are limited to 2-dimensional topologies, which only
|
|
describe a very small fraction of real-world shapes. This fundamental
|
|
parametric limitation requires authoring tools to implement at least the
|
|
following functionalities:
|
|
|
|
- smooth trimming
|
|
- seams stitching
|
|
|
|
Both trimming and stitching need to guarantee the smoothness of the model both
|
|
spatially and temporally as the model is animated. Attempting to meet these
|
|
requirements introduces a lot of expensive computations and complexity.
|
|
|
|
Subdivision surfaces on the other hand can represent arbitrary topologies, and
|
|
therefore are not constrained by these difficulties.
|
|
|
|
----
|
|
|
|
Arbitrary Topology
|
|
==================
|
|
|
|
A subdivision surface, like a parametric surface, is described by its control
|
|
mesh of points. The surface itself can approximate or interpolate this control
|
|
mesh while being piecewise smooth. But where polygonal surfaces require large
|
|
numbers of data points to approximate being smooth, a subdivision surface is
|
|
smooth - meaning that polygonal artifacts are never present, no matter how the
|
|
surface animates or how closely it is viewed.
|
|
|
|
Ordinary cubic B-spline surfaces are rectangular grids of tensor-product
|
|
patches. Subdivision surfaces generalize these to control grids with arbitrary
|
|
connectivity.
|
|
|
|
.. raw:: html
|
|
|
|
<center>
|
|
<p align="center">
|
|
<IMG src="images/tetra.0.jpg" style="width: 20%;">
|
|
<IMG src="images/tetra.1.jpg" style="width: 20%;">
|
|
<IMG src="images/tetra.2.jpg" style="width: 20%;">
|
|
<IMG src="images/tetra.3.jpg" style="width: 20%;">
|
|
</p>
|
|
</center>
|
|
|
|
----
|
|
|
|
Manifold Geometry
|
|
*****************
|
|
|
|
Continuous limit surfaces require that the topology be a two-dimensional
|
|
manifold. It is therefore possible to model non-manifold geometry that cannot
|
|
be represented with a smooth C2 continuous limit. The following examples show
|
|
typical cases of non-manifold topological configurations.
|
|
|
|
----
|
|
|
|
Non-Manifold Fan
|
|
++++++++++++++++
|
|
|
|
This "fan" configuration shows an edge shared by 3 distinct faces.
|
|
|
|
.. image:: images/nonmanifold_fan.png
|
|
:align: center
|
|
:target: images/nonmanifold_fan.png
|
|
|
|
With this configuration, it is unclear which face should contribute to the
|
|
limit surface, as three of them share the same edge (which incidentally breaks
|
|
half-edge cycles in said data-structures). Fan configurations are not limited
|
|
to three incident faces: any configuration where an edge is shared by more than
|
|
two faces incurs the same problem.
|
|
|
|
----
|
|
|
|
Non-Manifold Disconnected Vertex
|
|
++++++++++++++++++++++++++++++++
|
|
|
|
A vertex is disconnected from any edge and face.
|
|
|
|
.. image:: images/nonmanifold_vert.png
|
|
:align: center
|
|
:target: images/nonmanifold_vert.png
|
|
|
|
This case is fairly trivial: there is no possible way to exact a limit surface
|
|
here, so the vertex simply has to be flagged as non-contributing, or discarded
|
|
gracefully.
|
|
|
|
.. container:: notebox
|
|
|
|
**Beta Issues**
|
|
|
|
As of 3.0.0 Beta release, most non-manifold configurations (with the
|
|
exception of degenerate edges) are supported for refinement and subdivision.
|
|
The interpolation associated with non-manifold features currently treats
|
|
them as infinitely sharp features -- smooth rules are possible but exactly
|
|
what they should be is unclear. We intend to fully specify and implement a
|
|
set of interpolation rules in a future release of OpenSubdiv. Until then
|
|
the results should be considered undefined.
|
|
|
|
|
|
----
|
|
|
|
Boundary Interpolation Rules
|
|
============================
|
|
|
|
Boundary interpolation rules control how boundary edges and vertices are interpolated.
|
|
|
|
The following rule sets can be applied to vertex data interpolation:
|
|
|
|
+----------------------------------+----------------------------------------------------------+
|
|
| Mode | Behavior |
|
|
+==================================+==========================================================+
|
|
| **VTX_BOUNDARY_NONE** | No boundary interpolation behavior should occur |
|
|
| | (debug mode - boundaries are undefined) |
|
|
+----------------------------------+----------------------------------------------------------+
|
|
| **VTX_BOUNDARY_EDGE_ONLY** | All the boundary edge-chains are sharp creases; boundary |
|
|
| | vertices are not affected |
|
|
+----------------------------------+----------------------------------------------------------+
|
|
| **VTX_BOUNDARY_EDGE_AND_CORNER** | All the boundary edge-chains are sharp creases and |
|
|
| | boundary vertices with exactly one incident face are |
|
|
| | sharp corners |
|
|
+----------------------------------+----------------------------------------------------------+
|
|
|
|
On a quad example:
|
|
|
|
.. image:: images/vertex_boundary.png
|
|
:align: center
|
|
:target: images/vertex_boundary.png
|
|
|
|
|
|
----
|
|
|
|
Face-Varying Interpolation Rules
|
|
================================
|
|
|
|
Face-varying data can follow the same interpolation behavior as vertex data, or it
|
|
can be constrained to interpolate linearly around selective features from corners,
|
|
boundaries to the entire interior of the mesh.
|
|
|
|
The following rules can be applied to face-varying data interpolation:
|
|
|
|
+--------------------------------+-----------------------------------------------+
|
|
| Mode | Behavior |
|
|
+================================+===============================================+
|
|
| **FVAR_LINEAR_NONE** | smooth everywhere the mesh is smooth |
|
|
+--------------------------------+-----------------------------------------------+
|
|
| **FVAR_LINEAR_CORNERS_ONLY** | sharpen corners only |
|
|
+--------------------------------+-----------------------------------------------+
|
|
| **FVAR_LINEAR_CORNERS_PLUS1** | sharpen corners plus some junctions |
|
|
+--------------------------------+-----------------------------------------------+
|
|
| **FVAR_LINEAR_CORNERS_PLUS2** | sharpen corners plus more junctions and darts |
|
|
+--------------------------------+-----------------------------------------------+
|
|
| **FVAR_LINEAR_BOUNDARIES** | piecewise linear boundary edges and corners |
|
|
+--------------------------------+-----------------------------------------------+
|
|
| **FVAR_LINEAR_ALL** | linear interpolation everywhere |
|
|
+--------------------------------+-----------------------------------------------+
|
|
|
|
These rules cannot make the interpolation of the face-varying data smoother than
|
|
that of the vertices. The presence of sharp features of the mesh created by
|
|
sharpness values, boundary interpolation rules, or the subdivision scheme itself
|
|
(e.g. Bilinear) take precedence.
|
|
|
|
Unwrapped cube example:
|
|
|
|
.. image:: images/fvar_boundaries.png
|
|
:align: center
|
|
:target: images/fvar_boundaries.png
|
|
|
|
|
|
----
|
|
|
|
"Triangle Subdivision" Rule
|
|
===========================
|
|
|
|
The triangle subdivision rule is a rule added to the Catmull-Clark scheme that
|
|
can be applied to all triangular faces; this rule was empirically determined to
|
|
make triangles subdivide more smoothly. However, this rule breaks the nice
|
|
property that two separate meshes can be joined seamlessly by overlapping their
|
|
boundaries; i.e. when there are triangles at either boundary, it is impossible
|
|
to join the meshes seamlessly
|
|
|
|
+---------------------+---------------------------------------------+
|
|
| Mode | Behavior |
|
|
+=====================+=============================================+
|
|
| **TRI_SUB_CATMARK** | Default Catmark scheme weights |
|
|
+---------------------+---------------------------------------------+
|
|
| **TRI_SUB_SMOOTH** | "Smooth triangle" weights |
|
|
+---------------------+---------------------------------------------+
|
|
|
|
Cylinder example :
|
|
|
|
.. image:: images/smoothtriangles.png
|
|
:align: center
|
|
:height: 300
|
|
:target: images/smoothtriangles.png
|
|
|
|
|
|
----
|
|
|
|
Semi-Sharp Creases
|
|
==================
|
|
|
|
It is possible to modify the subdivision rules to create piecewise smooth
|
|
surfaces containing infinitely sharp features such as creases and corners. As a
|
|
special case, surfaces can be made to interpolate their boundaries by tagging
|
|
their boundary edges as sharp.
|
|
|
|
However, we've recognized that real world surfaces never really have infinitely
|
|
sharp edges, especially when viewed sufficiently close. To this end, we've
|
|
added the notion of semi-sharp creases, i.e. rounded creases of controllable
|
|
sharpness. These allow you to create features that are more akin to fillets and
|
|
blends. As you tag edges and edge chains as creases, you also supply a
|
|
sharpness value that ranges from 0-10, with sharpness values >=10 treated as
|
|
infinitely sharp.
|
|
|
|
It should be noted that infinitely sharp creases are really tangent
|
|
discontinuities in the surface, implying that the geometric normals are also
|
|
discontinuous there. Therefore, displacing along the normal will likely tear
|
|
apart the surface along the crease. If you really want to displace a surface at
|
|
a crease, it may be better to make the crease semi-sharp.
|
|
|
|
.. image:: images/gtruck.jpg
|
|
:align: center
|
|
:height: 300
|
|
:target: images/gtruck.jpg
|
|
|
|
----
|
|
|
|
Chaikin Rule
|
|
============
|
|
|
|
Chaikin's curve subdivision algorithm improves the appearance of multi-edge
|
|
semi-sharp creases with varying weights. The Chaikin rule interpolates the
|
|
sharpness of incident edges.
|
|
|
|
+---------------------+---------------------------------------------+
|
|
| Mode | Behavior |
|
|
+=====================+=============================================+
|
|
| **CREASE_UNIFORM** | Apply regular semi-sharp crease rules |
|
|
+---------------------+---------------------------------------------+
|
|
| **CREASE_CHAIKIN** | Apply "Chaikin" semi-sharp crease rules |
|
|
+---------------------+---------------------------------------------+
|
|
|
|
Example of contiguous semi-sharp creases interpolation:
|
|
|
|
.. image:: images/chaikin.png
|
|
:align: center
|
|
:target: images/chaikin.png
|
|
|
|
----
|
|
|
|
Hierarchical Edits
|
|
==================
|
|
|
|
To understand the hierarchical aspect of subdivision, we realize that
|
|
subdivision itself leads to a natural hierarchy: after the first level of
|
|
subdivision, each face in a subdivision mesh subdivides to four quads (in the
|
|
Catmull-Clark scheme), or four triangles (in the Loop scheme). This creates a
|
|
parent and child relationship between the original face and the resulting four
|
|
subdivided faces, which in turn leads to a hierarchy of subdivision as each
|
|
child in turn subdivides. A hierarchical edit is an edit made to any one of the
|
|
faces, edges, or vertices that arise anywhere during subdivision. Normally
|
|
these subdivision components inherit values from their parents based on a set
|
|
of subdivision rules that depend on the subdivision scheme.
|
|
|
|
A hierarchical edit overrides these values. This allows for a compact
|
|
specification of localized detail on a subdivision surface, without having to
|
|
express information about the rest of the subdivision surface at the same level
|
|
of detail.
|
|
|
|
.. image:: images/hedit_example1.png
|
|
:align: center
|
|
:height: 300
|
|
:target: images/hedit_example1.png
|
|
|
|
----
|
|
|
|
.. container:: notebox
|
|
|
|
**Release Notes (3.0.0)**
|
|
|
|
Hierarchical Edits have been marked as "extended specification" and support for
|
|
hierarchical features has been removed from the 3.0 release. This decision
|
|
allows for great simplifications of many areas of the subdivision algorithms.
|
|
If we can identify legitimate use-cases for hierarchical tags, we will consider
|
|
re-implementing them in future releases, as time and resources allow.
|
|
|
|
----
|
|
|
|
Hierarchical Edits Paths
|
|
************************
|
|
|
|
In order to perform a hierarchical edit, we need to be able to name the
|
|
subdivision component we are interested in, no matter where it may occur in the
|
|
subdivision hierarchy. This leads us to a hierarchical path specification for
|
|
faces, since once we have a face we can navigate to an incident edge or vertex
|
|
by association. We note that in a subdivision mesh, a face always has incident
|
|
vertices, which are labelled (in relation to the face) with an integer index
|
|
starting at zero and in consecutive order according to the usual winding rules
|
|
for subdivision surfaces. Faces also have incident edges, and these are
|
|
labelled according to the origin vertex of the edge.
|
|
|
|
.. image:: images/face_winding.png
|
|
:align: center
|
|
:target: images/face_winding.png
|
|
|
|
.. role:: red
|
|
.. role:: green
|
|
.. role:: blue
|
|
|
|
In this diagram, the indices of the vertices of the base face are marked in
|
|
:red:`red`; so on the left we have an extraordinary Catmull-Clark face with
|
|
five vertices (labeled :red:`0-4`) and on the right we have a regular
|
|
Catmull-Clark face with four vertices (labelled :red:`0-3`). The indices of the
|
|
child faces are :blue:`blue`; note that in both the extraordinary and regular
|
|
cases, the child faces are indexed the same way, i.e. the sub-face labeled
|
|
:blue:`n` has one incident vertex that is the result of the subdivision of the
|
|
parent vertex also labeled :red:`n` in the parent face. Specifically, we note
|
|
that the sub-face :blue:`1` in both the regular and extraordinary face is
|
|
nearest to the vertex labelled :red:`1` in the parent.
|
|
|
|
The indices of the vertices of the child faces are labeled :green:`green`, and
|
|
this is where the difference lies between the extraordinary and regular case;
|
|
in the extraordinary case, vertex to vertex subdivision always results in a
|
|
vertex labeled :green:`0`, while in the regular case, vertex to vertex
|
|
subdivision assigns the same index to the child vertex. Again, specifically, we
|
|
note that the parent vertex indexed :red:`1` in the extraordinary case has a
|
|
child vertex :green:`0`, while in the regular case the parent vertex indexed
|
|
:red:`1` actually has a child vertex that is indexed :green:`1`. Note that this
|
|
indexing scheme was chosen to maintain the property that the vertex labeled 0
|
|
always has the lowest u/v parametric value on the face.
|
|
|
|
.. image:: images/hedit_path.gif
|
|
:align: center
|
|
:target: images/hedit_path.gif
|
|
|
|
By appending a vertex index to a face index, we can create a vertex path
|
|
specification. For example, (:blue:`655` :green:`2` :red:`3` 0) specifies the
|
|
1st. vertex of the :red:`3` rd. child face of the :green:`2` nd. child face of
|
|
the of the :blue:`655` th. face of the subdivision mesh.
|
|
|
|
----
|
|
|
|
Vertex Edits
|
|
************
|
|
|
|
Vertex hierarchical edits can modify the value or the sharpness of primitive
|
|
variables for vertices and sub-vertices anywhere in the subdivision hierarchy.
|
|
|
|
.. image:: images/hedit_example1.png
|
|
:align: center
|
|
:height: 300
|
|
:target: images/hedit_example1.png
|
|
|
|
The edits are performed using either an "add" or a "set" operator. "set"
|
|
indicates the primitive variable value or sharpness is to be set directly to
|
|
the values specified. "add" adds a value to the normal result computed via
|
|
standard subdivision rules. In other words, this operation allows value offsets
|
|
to be applied to the mesh at any level of the hierarchy.
|
|
|
|
.. image:: images/hedit_example2.png
|
|
:align: center
|
|
:height: 300
|
|
:target: images/hedit_example2.png
|
|
|
|
----
|
|
|
|
Edge Edits
|
|
**********
|
|
|
|
Edge hierarchical edits can only modify the sharpness of primitive variables for edges
|
|
and sub-edges anywhere in the subdivision hierarchy.
|
|
|
|
.. image:: images/hedit_example4.png
|
|
:align: center
|
|
:height: 300
|
|
:target: images/hedit_example4.png
|
|
|
|
----
|
|
|
|
Face Edits
|
|
**********
|
|
|
|
Face hierarchical edits can modify several properties of faces and sub-faces
|
|
anywhere in the subdivision hierarchy.
|
|
|
|
Modifiable properties include:
|
|
|
|
* The "set" or "add" operators modify the value of primitive variables
|
|
associated with faces.
|
|
* The "hole" operation introduces holes (missing faces) into the subdivision
|
|
mesh at any level in the subdivision hierarchy. The faces will be deleted,
|
|
and none of their children will appear (you cannot "unhole" a face if any
|
|
ancestor is a "hole"). This operation takes no float or string arguments.
|
|
|
|
.. image:: images/hedit_example5.png
|
|
:align: center
|
|
:height: 300
|
|
:target: images/hedit_example5.png
|
|
|
|
----
|
|
|
|
Uniform Subdivision
|
|
===================
|
|
|
|
Applies a uniform refinement scheme to the coarse faces of a mesh. This is the most
|
|
common solution employed to apply subdivision schemes to a control cage. The mesh
|
|
converges closer to the limit surface with each iteration of the algorithm.
|
|
|
|
.. image:: images/uniform.gif
|
|
:align: center
|
|
:width: 300
|
|
:target: images/uniform.gif
|
|
|
|
----
|
|
|
|
Feature Adaptive Subdivision
|
|
============================
|
|
|
|
Generates bi-cubic patches on the limit surface and applies a progressive refinement
|
|
scheme in order to isolate non-C2 continuous extraordinary features.
|
|
|
|
.. image:: images/adaptive.gif
|
|
:align: center
|
|
:width: 300
|
|
:target: images/adaptive.gif
|
|
|
|
----
|
|
|
|
Uniform or Adaptive ?
|
|
=====================
|
|
|
|
Main features comparison:
|
|
|
|
+-------------------------------------------------------+--------------------------------------------------------+
|
|
| Uniform | Feature Adaptive |
|
|
+=======================================================+========================================================+
|
|
| | |
|
|
| * Bi-linear approximation | * Bi-cubic limit patches |
|
|
| * No tangents / no normals | * Analytical tangents / normals |
|
|
| * No smooth shading around creases | |
|
|
| * No animated displacements | |
|
|
| | |
|
|
+-------------------------------------------------------+--------------------------------------------------------+
|
|
| * Exponential geometry Growth | * Feature isolation growth close to linear |
|
|
| | |
|
|
+-------------------------------------------------------+--------------------------------------------------------+
|
|
| * Boundary interpolation rules supported: | * Boundary interpolation rules supported: |
|
|
| * All vertex & varying rules supported dynamically| * All vertex & varying rules supported dynamically |
|
|
| * All face-varying rules supported \ | * Bilinear face-varying interpolation \ |
|
|
| statically at vertex locations (there is no \ | supported statically |
|
|
| surface limit) | * Bi-cubic face-varying interpolation \ |
|
|
| | currently not supported |
|
|
| | |
|
|
+-------------------------------------------------------+--------------------------------------------------------+
|
|
| * No GPU shading implications | * Requires GPU composable shading |
|
|
| | |
|
|
+-------------------------------------------------------+--------------------------------------------------------+
|
|
|
|
|
|
|