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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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Subdivision Surfaces
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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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Introduction
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============
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The most common way to model complex smooth surfaces is by using a patchwork of
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bicubic patches such as BSplines or NURBS.
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.. image:: images/torus.png
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:align: center
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:height: 200
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However, while they do provide a reliable smooth limit surface definition,
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bi-cubic patch surfaces are limited to 2-dimensional topologies, which only
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describe a very small fraction of real-world shapes. This fundamental
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parametric limitation requires authoring tools to implement at least the
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following functionalities:
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- smooth trimming
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- seams stitching
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Both trimming and stitching need to guarantee the smoothness of the model both
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spatially and temporally as the model is animated. Attempting to meet these
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requirements introduces a lot of expensive computations and complexity.
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Subdivision surfaces on the other hand can represent arbitrary topologies, and
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therefore are not constrained by these difficulties.
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----
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Arbitrary Topology
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==================
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A subdivision surface, like a parametric surface, is described by its control
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mesh of points. The surface itself can approximate or interpolate this control
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mesh while being piecewise smooth. But where polygonal surfaces require large
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numbers of data points to approximate being smooth, a subdivision surface is
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smooth - meaning that polygonal artifacts are never present, no matter how the
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surface animates or how closely it is viewed.
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Ordinary cubic B-spline surfaces are rectangular grids of tensor-product
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patches. Subdivision surfaces generalize these to control grids with arbitrary
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connectivity.
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.. raw:: html
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<center>
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<p align="center">
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<IMG src="images/tetra.0.jpg" style="width: 20%;">
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<IMG src="images/tetra.1.jpg" style="width: 20%;">
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<IMG src="images/tetra.2.jpg" style="width: 20%;">
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<IMG src="images/tetra.3.jpg" style="width: 20%;">
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</p>
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</center>
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----
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Boundary Interpolation Rules
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============================
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Boundary interpolation rules control how boundary edges and vertices are interpolated.
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The following rule sets can be applied to vertex data interpolation:
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+----------------------------------+----------------------------------------------------------+
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| Mode | Behavior |
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+==================================+==========================================================+
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| **VTX_BOUNDARY_NONE** | No boundary edge interpolation should occur; instead |
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| | boundary faces are tagged as holes so that the boundary |
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| | edge-chain continues to support the adjacent interior |
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| | faces but is not considered to be part of the refined |
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| | surface |
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+----------------------------------+----------------------------------------------------------+
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| **VTX_BOUNDARY_EDGE_ONLY** | All the boundary edge-chains are sharp creases; boundary |
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| | vertices are not affected |
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+----------------------------------+----------------------------------------------------------+
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| **VTX_BOUNDARY_EDGE_AND_CORNER** | All the boundary edge-chains are sharp creases and |
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| | boundary vertices with exactly one incident face are |
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| | sharp corners |
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+----------------------------------+----------------------------------------------------------+
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On a quad example:
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.. image:: images/vertex_boundary.png
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:align: center
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:target: images/vertex_boundary.png
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----
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Face-Varying Interpolation Rules
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================================
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Face-varying data is used when discontinuities are required in the data over the
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surface -- mostly commonly the seams between disjoint UV regions.
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Face-varying data can follow the same interpolation behavior as vertex data, or it
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can be constrained to interpolate linearly around selective features from corners,
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boundaries, or the entire interior of the mesh.
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The following rules can be applied to face-varying data interpolation -- the
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ordering here applying progressively more linear constraints:
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+--------------------------------+-------------------------------------------------------------+
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| Mode | Behavior |
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+================================+=============================================================+
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| **FVAR_LINEAR_NONE** | smooth everywhere the mesh is smooth |
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+--------------------------------+-------------------------------------------------------------+
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| **FVAR_LINEAR_CORNERS_ONLY** | sharpen (linearly interpolate) corners only |
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+--------------------------------+-------------------------------------------------------------+
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| **FVAR_LINEAR_CORNERS_PLUS1** | CORNERS_ONLY + sharpening of junctions of 3 or more regions |
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+--------------------------------+-------------------------------------------------------------+
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| **FVAR_LINEAR_CORNERS_PLUS2** | CORNERS_PLUS1 + sharpening of darts and concave corners |
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+--------------------------------+-------------------------------------------------------------+
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| **FVAR_LINEAR_BOUNDARIES** | linear interpolation along all boundary edges and corners |
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+--------------------------------+-------------------------------------------------------------+
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| **FVAR_LINEAR_ALL** | linear interpolation everywhere (boundaries and interior) |
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+--------------------------------+-------------------------------------------------------------+
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These rules cannot make the interpolation of the face-varying data smoother than
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that of the vertices. The presence of sharp features of the mesh created by
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sharpness values, boundary interpolation rules, or the subdivision scheme itself
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(e.g. Bilinear) take precedence.
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All face-varying interpolation modes illustrated in UV space using the
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catmark_fvar_bound1 regression shape -- a simple 4x4 grid of quads segmented
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into three UV regions (their control point locations implied by interpolation
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in the FVAR_LINEAR_ALL case):
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.. image:: images/fvar_boundaries.png
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:align: center
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:target: images/fvar_boundaries.png
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----
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Semi-Sharp Creases
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==================
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It is possible to modify the subdivision rules to create piecewise smooth
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surfaces containing infinitely sharp features such as creases and corners. As a
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special case, surfaces can be made to interpolate their boundaries by tagging
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their boundary edges as sharp.
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However, we've recognized that real world surfaces never really have infinitely
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sharp edges, especially when viewed sufficiently close. To this end, we've
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added the notion of semi-sharp creases, i.e. rounded creases of controllable
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sharpness. These allow you to create features that are more akin to fillets and
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blends. As you tag edges and edge chains as creases, you also supply a
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sharpness value that ranges from 0-10, with sharpness values >=10 treated as
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infinitely sharp.
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It should be noted that infinitely sharp creases are really tangent
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discontinuities in the surface, implying that the geometric normals are also
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discontinuous there. Therefore, displacing along the normal will likely tear
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apart the surface along the crease. If you really want to displace a surface at
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a crease, it may be better to make the crease semi-sharp.
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.. image:: images/gtruck.jpg
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:align: center
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:height: 300
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:target: images/gtruck.jpg
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----
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Chaikin Rule
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============
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Chaikin's curve subdivision algorithm improves the appearance of multi-edge
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semi-sharp creases with varying weights. The Chaikin rule interpolates the
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sharpness of incident edges.
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+---------------------+---------------------------------------------+
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| Mode | Behavior |
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+=====================+=============================================+
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| **CREASE_UNIFORM** | Apply regular semi-sharp crease rules |
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+---------------------+---------------------------------------------+
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| **CREASE_CHAIKIN** | Apply "Chaikin" semi-sharp crease rules |
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+---------------------+---------------------------------------------+
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Example of contiguous semi-sharp creases interpolation:
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.. image:: images/chaikin.png
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:align: center
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:target: images/chaikin.png
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----
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"Triangle Subdivision" Rule
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===========================
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The triangle subdivision rule is a rule added to the Catmull-Clark scheme that
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can be applied to all triangular faces; this rule was empirically determined to
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make triangles subdivide more smoothly. However, this rule breaks the nice
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property that two separate meshes can be joined seamlessly by overlapping their
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boundaries; i.e. when there are triangles at either boundary, it is impossible
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to join the meshes seamlessly
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+---------------------+---------------------------------------------+
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| Mode | Behavior |
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+=====================+=============================================+
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| **TRI_SUB_CATMARK** | Default Catmark scheme weights |
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+---------------------+---------------------------------------------+
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| **TRI_SUB_SMOOTH** | "Smooth triangle" weights |
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+---------------------+---------------------------------------------+
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Cylinder example :
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.. image:: images/smoothtriangles.png
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:align: center
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:height: 300
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:target: images/smoothtriangles.png
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----
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Manifold vs Non-Manifold Geometry
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=================================
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Continuous limit surfaces generally require that the topology be a
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two-dimensional manifold for the limit surface to be unambiguous. It is
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possible (and sometimes useful, if only temporarily) to model non-manifold
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geometry and so create surfaces whose limit is not as well-defined.
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The following examples show typical cases of non-manifold topological
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configurations.
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----
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Non-Manifold Fan
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****************
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This "fan" configuration shows an edge shared by 3 distinct faces.
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.. image:: images/nonmanifold_fan.png
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:align: center
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:target: images/nonmanifold_fan.png
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With this configuration, it is unclear which face should contribute to the
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limit surface (assuming it is singular) as three of them share the same edge.
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Fan configurations are not limited to three incident faces: any configuration
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where an edge is shared by more than two faces incurs the same problem.
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These and other regions involving non-manifold edges are dealt with by
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considering regions that are "locally manifold". Rather than a single limit
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surface through this problematic edge with its many incident faces, the edge
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locally partitions a single limit surface into more than one. So each of the
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three faces here will have their own (locally manifold) limit surface -- all
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of which meet at the shared edge.
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----
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Non-Manifold Disconnected Vertex
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********************************
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A vertex is disconnected from any edge and face.
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.. image:: images/nonmanifold_vert.png
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:align: center
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:target: images/nonmanifold_vert.png
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This case is fairly trivial: there is a very clear limit surface for the four
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vertices and the face they define, but no possible way to exact a limit surface
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from the disconnected vertex.
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While the vertex does not contribute to any
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limit surface, it may not be completely irrelevant though. Such vertices may
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be worth retaining during subdivision (if for no other reason than to preserve
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certain vertex ordering) and simply ignored when it comes time to consider
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the limit surface.
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----
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Uniform Subdivision
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===================
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Applies a uniform refinement scheme to the coarse faces of a mesh. This is the most
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common solution employed to apply subdivision schemes to a control cage. The mesh
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converges closer to the limit surface with each iteration of the algorithm.
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.. image:: images/uniform.gif
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:align: center
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:width: 300
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:target: images/uniform.gif
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----
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Feature Adaptive Subdivision
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============================
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Generates bi-cubic patches on the limit surface and applies a progressive refinement
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scheme in order to isolate non-C2 continuous extraordinary features.
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.. image:: images/adaptive.gif
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:align: center
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:width: 300
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:target: images/adaptive.gif
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----
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Uniform or Adaptive ?
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=====================
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Main features comparison:
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+-------------------------------------------------------+--------------------------------------------------------+
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| Uniform | Feature Adaptive |
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+=======================================================+========================================================+
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| * Bi-linear approximation | * Bi-cubic limit patches |
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| * No tangents / no normals | * Analytical tangents / normals |
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| * No smooth shading around creases | |
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| * No animated displacements | |
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+-------------------------------------------------------+--------------------------------------------------------+
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| * Exponential geometry Growth | * Feature isolation growth close to linear |
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+-------------------------------------------------------+--------------------------------------------------------+
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| * Boundary interpolation rules supported: | * Boundary interpolation rules supported: |
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| * All vertex & varying rules supported dynamically| * All vertex & varying rules supported dynamically |
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| * All face-varying rules supported \ | * Bilinear face-varying interpolation \ |
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| statically at vertex locations (there is no \ | supported statically |
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| surface limit) | * Bi-cubic face-varying interpolation \ |
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| | currently not supported |
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+-------------------------------------------------------+--------------------------------------------------------+
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| * No GPU shading implications | * Requires GPU composable shading |
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+-------------------------------------------------------+--------------------------------------------------------+
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