RE: [Algorithms] Subdivision surfaces
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From: Mike A. <MI...@cl...> - 2000-08-11 12:25:51
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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... __________________________________________________ Do You Yahoo!? Kick off your party with Yahoo! Invites. http://invites.yahoo.com/ _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |