![]() ![]() We use the GPU to do the tessellation calculations, which saves graphics bus bandwidth and is many times faster than using the CPU. In this chapter we describe how to perform view-dependent, adaptive tessellation of Catmull-Clark subdivision surfaces with optional displacement mapping. Adaptive Tessellation of Subdivision Surfaces with Displacement Mapping The CD content, including demos and content, is available on the web and for download.Ĭhapter 7. You can purchase a beautifully printed version of this book, and others in the series, at a 30% discount courtesy of InformIT and Addison-Wesley. The Subdivision Surface object will smooth as usual.GPU Gems 2 GPU Gems 2 is now available, right here, online. When loading older scenes with corresponding weighting, this option ensures compatibility. With the introduction of R13, Cinema 4D offers improved point and edge weighting. If higher values than this are defined, no additional subdivision will take place. However, subdivision will only take place to a level that your graphics card can handle. The values that can be defined here are not restricted. Due to the adaptive functionality, the subdivision can be reduced in certain non-critical (surface) areas in comparison to the aforementioned subdivision (see image above for OpenSubdiv Catmull-Clark (Adaptive)). The initial viewport subdivision will be used as a base that will further subdivide the GPU tessellation. Use this setting to adjust the tessellation strength. If Uniform is selected, the smoothing will be fairly constant along a single edge, which makes the transition between differently weighted edges more abrupt if Chaikin is selected, an attempt will be made to create a more homogenous transition.Īdaptive (GPU) Tessellation Level This setting can be used to affect the transition between two edges with different weighting. The edge weighting listed on the left and their smoothed results. Linear, All: A strict inner and outer linear interpolation will take place, absolutely nothing will be smoothed, the UV islands’ outlines will remain constant.Linear, Boundaries: Linear interpolation will only take place along the edge of UV islands, the outline is maintained, the inside will be smoothed.The following options are available in the respective areas ( Linear means linear interpolation (= no smoothing, no subdivision))): The settings refer to UV islands and how inner and outer UV corners are dealt with. OpenSubdiv types have their own settings that define how UV coordinates should be handled. For this example, the Edge mode was chosen 4., which preserves the original outer edges of the UV mesh. Here’s where the Boundary and Edge functions come into play (experiment to find out which function works best for you). After hours of creative work, you Drag & drop the cube into a Subdivision Surface object and notice that the texture is stretched out of shape 3. Suppose you have textured a low-poly cube 1. The most major difference is produced by the vertex weighting, which, in extreme cases, does not end in peaks: For the most part, the effect is similar but nevertheless different. Weighting affects OpenSubdiv differently in some aspects.Modeling with OpenSubdiv types is slower than with previous types.However, the GPU tessellation cannot be rendered. For example, a character animation with high subdivision can be displayed more fluidly than before. ![]() Using graphics cards-supported tessellation (breaking down of polygons into smaller triangles in the following referred to as GPU Tessellation, implemented using the Type ( OpenSubdiv Catmull Clark (Adaptive) setting), highly subdivided objects can be displayed faster than before in the Viewport. The following 3 types have been integrated into Cinema 4D. The corresponding open-source libraries are available under the name OpenSubdiv. This can, however, lead to compatibility issues between various applications, which is why Pixar made its Subdivision Surface implementation public for reasons of compatibility. ![]() It has been implemented in various ways in different software packages over the years and has also been expanded, e.g., with the addition of vertex, edge and polygon weighting. Subdivision Surfaces is a technique that has been around since the late 70s. Several new Subdivision Surface algorithms were integrated into Cinema 4D R18. ![]()
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