-
Notifications
You must be signed in to change notification settings - Fork 581
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Add loop subdivision algorithm #1750
Conversation
This reverts commit 6a886da.
This looks awesome thanks for the PR! Good catch with catmul looking lousy on triangle meshes, this seems like a much better solution and it's sweet you were able to vectorize it! I'll try to test and merge later this week, but my initial notes are:
|
I'm very happy that I can contribute to this thankful trimesh :) I also thought it is quite strange about the name of function, Yes, since So I handled this case (more than 2 faces share one edge) as an error, and made it run for each splitted body. This has possible to be slow if there are many bodies, so I think there will be a better way. |
Hi, I added an loop subdivision algorithm as the need for the advanced subdivision method mentioned in #1004.
I tried to implement the Catmull-Clark method as you mentioned in #1557, but I found that this method is suitable for quad mesh and requires additional triangulation. Also, loop subdivision is more preferred in triangle mesh (these are disccussed in https://gamedev.net/forums/topic/684378-does-catmull-clark-subdivision-work-for-meshes-consisting-of-only-triangles/5322569/). So I implemented loop method instead of catmull.
My implementation is based on this reference: p70 in http://multires.caltech.edu/pubs/sig00notes.pdf/