Sunday, February 13, 2011

Catmull-Clark subdivision

One of the new features this week is a new subdivision algorithm. Before we had loop subdivision because we worked with triangles internally. Since this year I moved all the code to quads because it takes less data, less processing and our model is mostly quads anyway.
In previous alphas of makehuman 1.0 the subdivision was only used when rendering, although you could see the subdivided mesh with the undocumented alt-s keystroke.
In the svn version and the next alpha, the scope of subdivision has been considerably extended. The wavefront object and stereolithography exporters have an option to export the subdivided mesh instead of the default resolution mesh. People with enough computing power can work with the new smooth view, which allows you to see the subdivision mesh during most of the workflow. Currently updating the subdivision mesh still takes too much time to use it during real-time modifications, so while moving sliders, the mesh temporarily switches to the default resolution and switches back to high resolution once the slider is released. We hope to remove this limitation in the future.
If you are a person in need of a smooth high resolution mesh for rendering and you are adventurous you can try a nightly build or build yourself from svn, but remember that these are not guaranteed to work or even launch since the trunk is under continuous development.

2 comments:

  1. Awesome job, keep going guys, you're doing more than GREAT!

    ReplyDelete
  2. Awesome job, keep going guys, you're doing more than GREAT!

    ReplyDelete

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