[Bf-committers] Support for creases in subdivision surfaces
trip
bf-committers@blender.org
Fri, 7 May 2004 19:45:23 -0400
Just make sure it has a slider to implement it visually.
On May 7, 2004, at 9:59 AM, Chris McFarlen wrote:
> (Umm... I sent this from the wrong account and the moderator grabbed
> it. Sorry if it shows up twice)
>
> I didn't know anyone was working on this :) When I started looking
> (on Sunday) the blender.org page was slashdotted
> so I didn't know about the mailing list. I asked the guys on
> #blendercoders and they said "Go for it!". So I did. Sorry.
>
> I have been convinced the weights should be there. I have Pixar's
> white paper on their surfaces used for
> creating Geri from 'Geri's Game' (The old guy playing chess with
> himself). It is in the 1998 SIGGRAPH
> conference proceedings. The implementation I settled on for my
> research used the binary sharp-or-not
> method (I forget who pioneered this one, don't have the bibliography
> in my research, but is certainly not Pixar's approach)
> but I did not consider the limitation of not having a smoothing
> weight a big problem
> (you can use more edges to approximate this, I thought...). The
> problem is, I never built a reasonable control mesh editor
> to test my theory about the limitation. Since adding my crease
> implementation to blender (which
> has a great editor), I am convinced I was wrong. Its hard to create a
> sharp to smooth transition along
> one path using just a binary flag.
>
> So, I'm going to go right into adding the weight factors. I propose
> this:
>
> Each edge in the control mesh has 2 weights, one for each vertex. The
> weights have the following meanings:
>
> 0 - no sharpness, smooth
> (0..1) - interpolated sharpness
> [1..inf) - infinitely sharp
>
> When dividing an edge, the weight used is determined by w = (w1 +
> (w2-w1)/2), then:
>
> if w is very close to 0 use smooth rule for new edge point
> if w >= 1 use sharp rule for the new edge point
> else
> new edge point = (smooth rule point) + w*((sharp rule point) -
> (smooth rule point)) (a vector equation, the point is somewhere in
> between the smooth and sharp point)
>
> You then assign w to the weights of all edges attached to this new
> vertex to feed back into the next division.
>
> With this method, if both weights of an edge are equal and >= 1, the
> effect is the same as sharp (as you get now).
> If the weight is 0 on one end and 1 on the other, the edge goes from
> completely smooth to completely sharp. You can
> make an edge be sharp longer by having the sharp edge > 1. So if the
> weights were 0 and 2, then half of the edge
> would be completely sharp, and half transition from completely smooth
> to sharp.
>
> Based on the changes I made for binary creases, I should be able to
> demonstrate this fairly quickly. I don't want
> to step on any toes, so if anyone has a problem with me continuing,
> let me know.
>
> Later,
> Chris
>
> On Friday 07 May 2004 11:28, Matthew H. Plough wrote:
>> Chris McFarlen wrote:
>>
>>> I added support for creases in the Catmull-Clark subdivision
>>> surfaces. You can read about it and download the patch here:
>>>
>> Well Chris, congratulations! You have officially scooped the work
>> that
>> I was planning to do! This is an excellent addition to Blender, and
>> should greatly increase the capabilities of subdivision surfaces.
>>
>> Chris McFarlen's website wrote:
>>
>>> I extended the blender implementation to include creases, but my
>>> implementation only defines a binary sharpness; no weight factors. An
>>> edge is either sharp, or it isn't. This isn't as much of a limitation
>>> as it might seem. No, really :)
>>
>> This really is a limitation, and one that shouldn't be there. The
>> implementation that I had been working on includes weight factors;
>> they
>> are relatively easy to implement. You are using a flag to set the
>> subdivision level; seeing as Blender only subdivides out to level 6,
>> using three bits (for a total of seven possible levels, as well as an
>> off level) would allow you to implement weight factors. Let's say
>> that
>> those are bits 31, 30, and 29 of a standard int.
>>
>> (1) bit 31 -> 111* **** **** **** **** **** **** **** <-bit 0 would
>> indicate an infinite crease edge,
>> (2) bit 31 -> 000* **** **** **** **** **** **** **** <-bit 0 would
>> indicate a normal edge, and
>> (3) bit 31 -> 010* **** **** **** **** **** **** **** <-bit 0 would
>> indicate an edge with sharp subdivision level 2.
>>
>> Since endian-ness is not an issue at runtime, it is a simple matter to
>> shift the bits right, to
>>
>> bit 31 -> 0000 0000 0000 0000 0000 0000 0000 0111 <-bit 0 (the result
>> for an infinite crease edge)
>>
>> Now, if the result is 0, then a smooth subdivision should be used.
>> Otherwise, use a sharp subdivision, and decrement. Then, shift the
>> result back to
>>
>> bit 31 -> 0010 0000 0000 0000 0000 0000 0000 0111 <-bit 0 (the result
>> for a decremented (3), above)
>>
>> and bitwise OR it into the flag integer for the resulting edge.
>>
>> I hope this is clear -- if not, say so, and I will try to explain it
>> better.
>>
>> Matt
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>>
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