Figure 6: The base mesh (top); the same mesh refined on
the eyes, nose and hair tufts at level 3, using the the butterfly
scheme (middle); the same mesh refined in the same way
with the Loop scheme (bottom).
7 CONCLUSIONS
The RGB subdivision scheme has several advantages
over both classical and adaptive subdivision schemes,
as well as over CLOD models: it supports fully dy-
namic selective refinement while remaining compli-
ant with standard schemes; it is better adaptive than
previously known schemes based on the one-to-four
triangle split pattern; it does not require hierarchical
data structures; mesh editing can be implemented ef-
ficiently by plugging faces inside the mesh, according
to rules encoded in lookup tables, thus avoiding cum-
bersome procedural updates.
A similar approach can be undertaken also to de-
velop hybrid tri-quad adaptive meshes for the selec-
tive refinement of quad meshes. These extensions are
the subject of our current and future work. We be-
lieve that this approach to adaptive subdivision may
give valid substitutes or complements to standard sub-
division for solid modelers and simulation systems.
Combined with reverse subdivision techniques, it may
also offer a valid alternative to CLOD models for free-
form objects in computer graphics.
A crucial feature to support modeling is the ability
to edit the position of vertices of the control mesh and
propagate this consistently on the subdivided mesh.
This should be easy on the butterfly RGB subdivision:
when a vertex of the control mesh is moved, its effects
are propagated through the network of edges to ver-
tices having that vertex in their mask. The navigation
primitives that we have defined in Section 5.2, can be
used effectively to this purpose. In the future, we plan
to develop these features and to integrate our scheme
in the Blender (Blender, 2008) solid modeler, which
offers an open source platform that can be extended
by external plugins.
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