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by pcwalton
2288 days ago
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> And really, Catmull-Clark subdivision surfaces aren't that amazing. And the fact that Catmull-Clark is based on recursive refinement makes it really bad for GPU evaluation (or parallel evaluation in general). It's completely incompatible with hardware tessellation, for example. If I had to pick an especially non-obvious, elegant, and useful 1980s graphics technique, Pineda rasterization would come to mind. |
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For Catmull-Clark, the regular parts of the mesh (quads with valence 4 vertices) are just b-splines and thus can be evaluated using the hardware tessellator.