CS 284: CAGD
Lecture #15 -- Tu 10/17, 2006.
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Preparation:
"Subdivision
Surfaces in Character Animation" DeRose et al.
Subdivision with Sharp Features
To make subdivision practical, we need to be able to model
shapes that have a mixture of rounded surface elements and sharp
edges and corners.
Key paper:
"Subdivision
Surfaces in Character Animation" DeRose et al.
Warm-Up: Discuss and find answers to the 10 questions below:
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What subdivision scheme are they using ?
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What are the key additions to that scheme that they have made ?
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Why do they prefer quadrilaterals ?
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What is the basic approach to creating semi-sharp edges ?
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What is the underlying model for cloth simulation ?
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How is excessive wrinkling of the cloth avoided ?
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What are virtual threads ? -- and what is their purpose ?
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What is the data structure to make collision detection efficient ?
- What made it possible to apply texture maps and procedural shaders ?
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What was one of the general implementation requirements for the Pixar production
environment ?
Curve and Surface Optimization
Curve Optimization
- What are desirable properties -- and how do we achieve them ?
- Curvature-based global functionals: MEC, MVC, Si-MEC, Si-MVC
- The generic optimization step: A move that makes things better -- how do we find such a step ?
- Perhaps there are many different ways to make things better -- how do we combine them ?
- Gradient descent.
- How to reach the global minimum, and what may slow it down ...
- What is an adequate curve representation ? -- e.g., quintic hermite ? -- or a cubic subdivision curve ?
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What are the best "primitives"?
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Does this work in 3D ?
Continue to think about your Course Project !
==> PROJECT-PLANNING
Reading Assignment: -- Prepare for Quiz (10/19==>10/24)
Homework Assignment: -- Think about Project: Hand-in two ideas (one paragraph each) on 10/19.
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