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Drawbacks to Triangle Meshes. Fine tessellation is required to overcome piecewise linear approximation. Only C 0 -continuous, so normals and curvature are usually interpolated between values estimated at vertices.
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Drawbacks to Triangle Meshes Fine tessellation is required to overcome piecewise linear approximation Only C0-continuous, so normals and curvature are usually interpolated between values estimated at vertices Lend themselves to self-intersections and holes not found in real-world surfaces CS 490.006/582.001 Special Models for Animation Page 120
Octrees CS 490.006/582.001 Special Models for Animation Page 121
Marching Cubes CS 490.006/582.001 Special Models for Animation Page 122
Antialiasing CS 490.006/582.001 Special Models for Animation Page 123
kD-Tree CS 490.006/582.001 Special Models for Animation Page 124
Binary Space Partitioning Tree CS 490.006/582.001 Special Models for Animation Page 125
Convolutions CS 490.006/582.001 Special Models for Animation Page 126
Algebraic Surfaces CS 490.006/582.001 Special Models for Animation Page 127
Procedural Surfaces CS 490.006/582.001 Special Models for Animation Page 128
Manifolds CS 490.006/582.001 Special Models for Animation Page 129
Level Sets CS 490.006/582.001 Special Models for Animation Page 130
Lindenmayer Systems Grammar-based geometric modeling system Dragon Curve Variables: X, Y Constants: F (Draw Forward), + (Turn left 90 degrees), - (Turn right 90 degrees) Start: FX Rules: (X->X+YF), (Y->FX-Y) CS 490.006/582.001 Special Models for Animation Page 131
Subdivision Surfaces CS 490.006/582.001 Special Models for Animation Page 132
Level of Detail 5500 Vertices 2880 Vertices 1580 Vertices 670 Vertices 140 Vertices CS 490.006/582.001 Special Models for Animation Page 133