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  • Catmull-Clark subdivision surfaces are the industry standard. It is a quadrilateral-based subdivision scheme, and works best with control meshes that are comprised mostly of quads - any non-quad geometry is immediately converted to quadrilaterals on the very first subdivision step. They generally good for most situations and have no special concerns when it comes to texture filtering.
  • Loop subdivision surfaces (Not Supported in XPU) is a triangle-based scheme, which is optimized for control meshes that are entirely triangles: they tend to require less memory than Catmull-Clark scheme. However, due to the nature of triangles, derivatives can be discontinuous from face to face, which may lead to texturing artifacts that require extra effort to solve.

  • Bilinear subdivision surfaces simply render high level 4-sided faces to bilinear patches, and subdivides all n-sided faces to n blps. Like other SubdivisionMeshes it supports all hierarchical edits, is guaranteed to be watertight, can be used with the Rix Subdivision API, and can be used in conjunction with PTex.

Sharp Creases and Corners

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