Hi
I've recently messed around with this, although only briefly as triangle
count
increased way to quickly. It was fun though. I personally used the
winged-edge
structure, references to that can certainly be found in Foley, van Dam.
However
in material I found there was a lot of talk of using the half-edge
structure, this
was recently documented at www.flipcode.com
How much neighbour information you need will also depend on the subdiv
method.
I hope that helps.
cheers
mike
-----Original Message-----
From: Danny Laarmans [mailto:bad...@ya...]
Sent: 11 August 2000 13:14
To: gda...@li...
Subject: [Algorithms] Subdivision surfaces
Hello,
I'm writing a demo that shows what the effect is of
using subdivision surfaces instead of other modeling
techniques, but I've a little problem. I'm searching
for an efficient mesh structure. Could somebody tell
me where I can find some information on the net about
efficient mesh structures.
Thanks!
Danny Laarmans, bad...@ya...
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