Hi,
I posted this on the opengl.org forum. it hasn't caught much attention so i thought I would try here.
Hi,
im having a little trouble with moving the original vertex, based on the algorithm:
http://en.wikipedia....ivision_surface
Assuming I have a quad of: (-1, -1, -1), (1, -1, 1), (1, 1, -1), (-1, 1, -1)
Now say i want to re-position the top left vertex (-1, 1, -1)
**The centroid of the face is: (0.0, 0.0, -1.0)
**The Valence is 2
**The Average Of mid points connection vertex is: (-0.5, 0.5, -1.0)
If i plug those into the formula i get:
vp = (([0, 0, -1] + (2 * [-0.5, 0.5, -1.0]) + ((2-3) * [-1, 1, -1] ))) / 2
= ([0, 0, -1] + [-1, 1, -2] + [1, -1, 1]) / 2
= [0, 0, -2] / 2
= [0, 0, -1]
This is not the correct position for the original point however.
Please can someone tell me where im going wrong?
Thanks,
Catmull-Clark Subdivision (Original Vertex)
Started by appleGuy, Feb 05 2009 05:47 PM
7 replies to this topic
#1
Posted 05 February 2009 - 05:47 PM
#2
Posted 05 February 2009 - 10:14 PM
looking quickly maybe I am wrong but is [n] not supposed to be 3 here?
so 3-3 not 2-3.. and the division also
so 3-3 not 2-3.. and the division also
Nicholas Christopher
Architecture software development, and modeling
http:\\www.arconovum.com
Architecture software development, and modeling
http:\\www.arconovum.com
#3
Posted 05 February 2009 - 10:46 PM
Nicholas Christopher said:
looking quickly maybe I am wrong but is [n] not supposed to be 3 here?
so 3-3 not 2-3.. and the division also
so 3-3 not 2-3.. and the division also
n is the valence, which for every vertex on the quad (I am only subdividing a single quad) is 2, as every vertex has 2 edges coming off it.
Cheers,
Alex
#4
Posted 05 February 2009 - 11:07 PM
I don't think Catmull-Clark subdivision is supposed to work on a mesh with edges or holes, like a single quad. It's only well-defined for 2-manifold meshes, in which every edge connects two distinct faces.
You should try it on a cube.
You should try it on a cube.
reedbeta.com - developer blog, OpenGL demos, and other projects
#5
Posted 05 February 2009 - 11:23 PM
Reedbeta said:
I don't think Catmull-Clark subdivision is supposed to work on a mesh with edges or holes, like a single quad. It's only well-defined for 2-manifold meshes, in which every edge connects two distinct faces.
You should try it on a cube.
You should try it on a cube.
Hi,
Ok I will. Are you absolutely sure on this. I wonder how applications like modo, allow for this....
Cheers,
Alex
#6
Posted 05 February 2009 - 11:26 PM
Strangely enough ...
If i put the valence as 4. With a single quad (with actual valence of 2) ... it gives me the correct subdivision.
I wonder if this is a trick they use in the commercial apps...
Cheers,
Alex
If i put the valence as 4. With a single quad (with actual valence of 2) ... it gives me the correct subdivision.
I wonder if this is a trick they use in the commercial apps...
Cheers,
Alex
#7
Posted 06 February 2009 - 12:03 AM
To be honest I wouldn't even know what the subdivision surface from a single quad 'ought' to look like. What would you expect to get at the end? A circle?
If professional apps allow you to do this, I'd think they must be using some modified subdivision rule at the edges, perhaps fudging the valence as you suggest, but I don't know enough about it to say.
If professional apps allow you to do this, I'd think they must be using some modified subdivision rule at the edges, perhaps fudging the valence as you suggest, but I don't know enough about it to say.
reedbeta.com - developer blog, OpenGL demos, and other projects
#8
Posted 06 February 2009 - 03:57 AM
Nicholas Christopher
Architecture software development, and modeling
http:\\www.arconovum.com
Architecture software development, and modeling
http:\\www.arconovum.com
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