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- moved and renumbered the 11 Far tutorials into 5 groups - updated documentation/tutorials.rst: - replaced the two-column tables with simple sections - created sub-sections describing the Far tutorial groups - updated additional Far tutorial references for new numbering
191 lines
6.7 KiB
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191 lines
6.7 KiB
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Copyright 2013 Pixar
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Licensed under the Apache License, Version 2.0 (the "Apache License")
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with the following modification; you may not use this file except in
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compliance with the Apache License and the following modification to it:
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Section 6. Trademarks. is deleted and replaced with:
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6. Trademarks. This License does not grant permission to use the trade
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names, trademarks, service marks, or product names of the Licensor
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and its affiliates, except as required to comply with Section 4(c) of
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the License and to reproduce the content of the NOTICE file.
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You may obtain a copy of the Apache License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the Apache License with the above modification is
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distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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KIND, either express or implied. See the Apache License for the specific
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language governing permissions and limitations under the Apache License.
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Tutorials
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---------
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.. contents::
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:local:
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:backlinks: none
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----
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The tutorial source code can be found in the `github.com repository
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<https://github.com/PixarAnimationStudios/OpenSubdiv/tree/master/tutorials>`__
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or in your local ``<repository root>/tutorials``.
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Far Tutorials
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=============
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1. Basic Construction and Interpolation
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***************************************
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Tutorial 1.1
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^^^^^^^^^^^^
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This tutorial presents the requisite steps to instantiate a mesh as a
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Far::TopologyRefiner from simple topological data and to interpolate
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vertex data associated with the mesh. `[code] <far_tutorial_1_1.html>`__
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.. image:: images/far_tutorial_1_1.0.png
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:align: center
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:width: 100px
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:target: images/far_tutorial_1_1.0.png
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Tutorial 1.2
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^^^^^^^^^^^^
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This tutorial makes use of a different vertex data definition for use when vertex
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data is of arbitrary width. Uniform refinement is applied to data buffers of three
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types: two of fixed but different sizes and the third a union of the two that is
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dynamically sized and constructed. `[code] <far_tutorial_1_2.html>`__
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2. Uniform Refinement and Primvar Data Types
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********************************************
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Tutorial 2.1
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^^^^^^^^^^^^
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Building on the basic tutorial, this example shows how to instantiate a simple mesh,
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refine it uniformly and then interpolate both 'vertex' and 'varying' primvar data.
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`[code] <far_tutorial_2_1.html>`__
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.. image:: images/far_tutorial_2_1.0.png
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:align: center
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:width: 100px
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:target: images/far_tutorial_2_1.0.png
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Tutorial 2.2
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^^^^^^^^^^^^
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Building on the previous tutorial, this example shows how to instantiate a simple mesh,
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refine it uniformly and then interpolate both 'vertex' and 'face-varying' primvar data.
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The resulting interpolated data is output in Obj format, with the 'face-varying' data
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recorded in the UV texture layout. `[code] <far_tutorial_2_2.html>`__
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.. image:: images/far_tutorial_2_2.0.png
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:align: center
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:width: 100px
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:target: images/far_tutorial_2_2.0.png
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Tutorial 2.3
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^^^^^^^^^^^^
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Building on previous tutorials, this example shows how to instantiate a simple mesh,
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refine it uniformly, interpolate both 'vertex' and 'face-varying' primvar data, and
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finally calculate approximated smooth normals. The resulting interpolated data is
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output in Obj format. `[code] <far_tutorial_2_3.html>`__
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3. Creating a Custom Far::TopologyRefinerFactory
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************************************************
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Tutorial 3.1
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^^^^^^^^^^^^
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Previous tutorials have instantiated topology from a simple face-vertex list via the
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Far::TopologyDescriptor and its TopologyRefinerFactory. This tutorial shows how to
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more efficiently convert an existing high-level topology representation to a
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Far::TopologyDescriptor with a custom factory class. `[code] <far_tutorial_3_1.html>`__
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4. Construction and Usage of Far::StencilTables
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***********************************************
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Tutorial 4.1
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^^^^^^^^^^^^
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This tutorial shows how to create and manipulate a StencilTable. Factorized stencils
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are used to efficiently interpolate vertex primvar data buffers.
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`[code] <far_tutorial_4_1.html>`__
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Tutorial 4.2
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^^^^^^^^^^^^
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This tutorial shows how to create and manipulate StencilTables for both 'vertex' and
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'varying' primvar data buffers: vertex positions and varying colors.
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`[code] <far_tutorial_4_2.html>`__
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Tutorial 4.3
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^^^^^^^^^^^^
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This tutorial shows how to create and manipulate tables of cascading stencils to apply
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hierarchical vertex edits. `[code] <far_tutorial_4_3.html>`__
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5. Construction and Usage of Far::PatchTables
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*********************************************
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Tutorial 5.1
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^^^^^^^^^^^^
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This tutorial shows how to compute points on the limit surface at arbitrary parametric
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locations using a Far::PatchTable constructed from adaptive refinement.
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`[code] <far_tutorial_5_1.html>`__
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.. image:: images/far_tutorial_5_1.0.png
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:align: center
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:width: 100px
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:target: images/far_tutorial_5_1.0.png
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Tutorial 5.2
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^^^^^^^^^^^^
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Building on the previous tutorial, this example shows how to manage the limit surface
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of a potentially large mesh by creating and evaluating separate PatchTables for selected
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groups of faces of the mesh. `[code] <far_tutorial_5_2.html>`__
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----
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Osd Tutorials
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=============
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Tutorial 0
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**********
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This tutorial demonstrates the manipulation of Osd Evaluator and BufferDescriptor.
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`[code] <osd_tutorial_0.html>`__
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----
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Hbr Tutorials
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=============
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Use of Hbr is no longer recommended -- these tutorials are included solely for
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historical reference.
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Tutorial 0
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**********
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This tutorial presents, in a very succinct way, the requisite steps to
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instantiate an Hbr mesh from simple topological data. `[code] <hbr_tutorial_0.html>`__
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Tutorial 1
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**********
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This tutorial shows how to safely create Hbr meshes from arbitrary topology.
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Because Hbr is a half-edge data structure, it cannot represent non-manifold
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topology. Ensuring that the geometry used is manifold is a requirement to use
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Hbr safely. This tutorial presents some simple tests to detect inappropriate
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topology. `[code] <hbr_tutorial_1.html>`__
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Tutorial 2
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**********
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This tutorial shows how to subdivide uniformly a simple Hbr mesh. We are
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building upon previous tutorials and assuming a fully instantiated mesh:
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we start with an HbrMesh pointer initialized from the same pyramid shape
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used in hbr_tutorial_0. We then apply the Refine() function sequentially
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to all the faces in the mesh to generate several levels of uniform
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subdivision. The resulting data is then dumped to the terminal in Wavefront
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OBJ format for inspection. `[code] <hbr_tutorial_2.html>`__
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.. image:: images/hbr_tutorial_2.0.png
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:align: center
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:width: 100px
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:target: images/hbr_tutorial_2.0.png
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