Talk:Mesh subdivision
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Triange Subdivision
hi, since i'm new to editing wikipedia entries i hope that i am commenting in the right place here. sorry if that's not the case. i noticed the following in the mesh subdivision article: "The polygons (usually triangles) in the mesh are divided in a way that the ones closest to the viewpoint are much smaller, and the size of the polygons grows the farther they are from the viewpoint." while this may be true for some cases of real-time subdivision, aparently for automatic LOD in this case, i would say that usually you don't subdivide on a triangle basis but on quads. whereas the common technique seems to be to split the edges of quads in half and connect them (with additional smoothing adjustments), which gives you a polygon count of four times that of the last subdivision level. this is also the reason why when modelling with subdivision in mind you try to get evenly spaced quads and clean edge-loops so your divided mesh won't have any bad polys which may cause trouble for the shading. Copykill (talk) 18:04, 22 September 2008 (UTC)
- here's an interresting paper i found on a subdivision method for triangle/quad meshes written by Jos Stam (Alias|Wavefront) and Charles Loop (Microsoft Research). http://research.microsoft.com/~cloop/qteg.pdf Copykill (talk) 18:09, 22 September 2008 (UTC)
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