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503 lines
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ReStructuredText
..
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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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Manifold Geometry
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*****************
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Continuous limit surfaces require that the topology be a two-dimensional
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manifold. It is therefore possible to model non-manifold geometry that cannot
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be represented with a smooth C2 continuous limit. The following examples show
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typical cases of non-manifold topological 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, as three of them share the same edge (which incidentally breaks
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half-edge cycles in said data-structures). Fan configurations are not limited
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to three incident faces: any configuration where an edge is shared by more than
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two faces incurs the same problem.
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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 no possible way to exact a limit surface
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here, so the vertex simply has to be flagged as non-contributing, or discarded
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gracefully.
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.. container:: notebox
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**Beta Issues**
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As of 3.0.0 Beta release, most non-manifold configurations (with the
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exception of degenerate edges) are supported for refinement and subdivision.
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The interpolation associated with non-manifold features currently treats
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them as infinitely sharp features -- smooth rules are possible but exactly
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what they should be is unclear. We intend to fully specify and implement a
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set of interpolation rules in a future release of OpenSubdiv. Until then
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the results should be considered undefined.
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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 interpolation behavior should occur |
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| | (debug mode - boundaries are undefined) |
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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 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 to the entire interior of the mesh.
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The following rules can be applied to face-varying data interpolation:
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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 corners only |
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+--------------------------------+-----------------------------------------------+
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| **FVAR_LINEAR_CORNERS_PLUS1** | sharpen corners plus some junctions |
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+--------------------------------+-----------------------------------------------+
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| **FVAR_LINEAR_CORNERS_PLUS2** | sharpen corners plus more junctions and darts |
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+--------------------------------+-----------------------------------------------+
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| **FVAR_LINEAR_BOUNDARIES** | piecewise linear boundary edges and corners |
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+--------------------------------+-----------------------------------------------+
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| **FVAR_LINEAR_ALL** | linear interpolation everywhere |
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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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Unwrapped cube example:
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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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"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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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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Hierarchical Edits
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==================
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To understand the hierarchical aspect of subdivision, we realize that
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subdivision itself leads to a natural hierarchy: after the first level of
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subdivision, each face in a subdivision mesh subdivides to four quads (in the
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Catmull-Clark scheme), or four triangles (in the Loop scheme). This creates a
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parent and child relationship between the original face and the resulting four
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subdivided faces, which in turn leads to a hierarchy of subdivision as each
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child in turn subdivides. A hierarchical edit is an edit made to any one of the
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faces, edges, or vertices that arise anywhere during subdivision. Normally
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these subdivision components inherit values from their parents based on a set
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of subdivision rules that depend on the subdivision scheme.
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A hierarchical edit overrides these values. This allows for a compact
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specification of localized detail on a subdivision surface, without having to
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express information about the rest of the subdivision surface at the same level
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of detail.
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.. image:: images/hedit_example1.png
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:align: center
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:height: 300
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:target: images/hedit_example1.png
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----
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.. container:: notebox
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**Release Notes (3.0.0)**
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Hierarchical Edits have been marked as "extended specification" and support for
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hierarchical features has been removed from the 3.0 release. This decision
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allows for great simplifications of many areas of the subdivision algorithms.
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If we can identify legitimate use-cases for hierarchical tags, we will consider
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re-implementing them in future releases, as time and resources allow.
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----
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Hierarchical Edits Paths
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************************
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In order to perform a hierarchical edit, we need to be able to name the
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subdivision component we are interested in, no matter where it may occur in the
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subdivision hierarchy. This leads us to a hierarchical path specification for
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faces, since once we have a face we can navigate to an incident edge or vertex
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by association. We note that in a subdivision mesh, a face always has incident
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vertices, which are labelled (in relation to the face) with an integer index
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starting at zero and in consecutive order according to the usual winding rules
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for subdivision surfaces. Faces also have incident edges, and these are
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labelled according to the origin vertex of the edge.
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.. image:: images/face_winding.png
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:align: center
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:target: images/face_winding.png
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.. role:: red
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.. role:: green
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.. role:: blue
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In this diagram, the indices of the vertices of the base face are marked in
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:red:`red`; so on the left we have an extraordinary Catmull-Clark face with
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five vertices (labeled :red:`0-4`) and on the right we have a regular
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Catmull-Clark face with four vertices (labelled :red:`0-3`). The indices of the
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child faces are :blue:`blue`; note that in both the extraordinary and regular
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cases, the child faces are indexed the same way, i.e. the sub-face labeled
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:blue:`n` has one incident vertex that is the result of the subdivision of the
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parent vertex also labeled :red:`n` in the parent face. Specifically, we note
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that the sub-face :blue:`1` in both the regular and extraordinary face is
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nearest to the vertex labelled :red:`1` in the parent.
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The indices of the vertices of the child faces are labeled :green:`green`, and
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this is where the difference lies between the extraordinary and regular case;
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in the extraordinary case, vertex to vertex subdivision always results in a
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vertex labeled :green:`0`, while in the regular case, vertex to vertex
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subdivision assigns the same index to the child vertex. Again, specifically, we
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note that the parent vertex indexed :red:`1` in the extraordinary case has a
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child vertex :green:`0`, while in the regular case the parent vertex indexed
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:red:`1` actually has a child vertex that is indexed :green:`1`. Note that this
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indexing scheme was chosen to maintain the property that the vertex labeled 0
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always has the lowest u/v parametric value on the face.
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.. image:: images/hedit_path.gif
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:align: center
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:target: images/hedit_path.gif
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By appending a vertex index to a face index, we can create a vertex path
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specification. For example, (:blue:`655` :green:`2` :red:`3` 0) specifies the
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1st. vertex of the :red:`3` rd. child face of the :green:`2` nd. child face of
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the of the :blue:`655` th. face of the subdivision mesh.
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----
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Vertex Edits
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************
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Vertex hierarchical edits can modify the value or the sharpness of primitive
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variables for vertices and sub-vertices anywhere in the subdivision hierarchy.
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.. image:: images/hedit_example1.png
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:align: center
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:height: 300
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:target: images/hedit_example1.png
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The edits are performed using either an "add" or a "set" operator. "set"
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indicates the primitive variable value or sharpness is to be set directly to
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the values specified. "add" adds a value to the normal result computed via
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standard subdivision rules. In other words, this operation allows value offsets
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to be applied to the mesh at any level of the hierarchy.
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.. image:: images/hedit_example2.png
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:align: center
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:height: 300
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:target: images/hedit_example2.png
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----
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Edge Edits
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**********
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Edge hierarchical edits can only modify the sharpness of primitive variables for edges
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and sub-edges anywhere in the subdivision hierarchy.
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.. image:: images/hedit_example4.png
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:align: center
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:height: 300
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:target: images/hedit_example4.png
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----
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Face Edits
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**********
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Face hierarchical edits can modify several properties of faces and sub-faces
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anywhere in the subdivision hierarchy.
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Modifiable properties include:
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* The "set" or "add" operators modify the value of primitive variables
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associated with faces.
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* The "hole" operation introduces holes (missing faces) into the subdivision
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mesh at any level in the subdivision hierarchy. The faces will be deleted,
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and none of their children will appear (you cannot "unhole" a face if any
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ancestor is a "hole"). This operation takes no float or string arguments.
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.. image:: images/hedit_example5.png
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:align: center
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:height: 300
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:target: images/hedit_example5.png
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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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| | |
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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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+-------------------------------------------------------+--------------------------------------------------------+
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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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+-------------------------------------------------------+--------------------------------------------------------+
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| * No GPU shading implications | * Requires GPU composable shading |
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+-------------------------------------------------------+--------------------------------------------------------+
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