Re: [Algorithms] fast subdivision
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From: Paul F. <pf...@at...> - 2000-10-13 08:54:50
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Nb. Sorry if this post arrives twice, I seem to be having trouble posting to this list :-( Tom Forsyth wrote: > That's pretty much the full info on N-Patches. With that info, you have a > triangular bicubic Bezier patch, and there are gazillions of papers on > subdividng them :-) Ok... > On things like the PS2, you have more flexibility, and it is perfectly > possible to do the whole thing on the "GPU". Yeah, I was mainly thinking of the PS2 given that you really need to give the vector units as small as possible set of data and generate a bin-load of tris from it. I wanted to use Loop or Catmull-Clark as they produce really "nice" surfaces but it looks like the calculation overhead is going to be too great. It would be ideal if there were a parametric description for them, but I fear that is almost impossible without fudges. I was thinking of maybe using Catmull-Clark patches since most of a model will consist of regular tensor-product b-spline patches and only a small %age will be non-regular. If that small %age could be rendered using a different technique, it might be a win - as long as the join was seamless... > For the PS2, similar schemes look perfectly feasable, though with the extra > flexibility of the PS2 GPU, and its impressive triangle throughput, you may > be able to move even more of it onto the GPU, and not bother with VIPM > nearly as much - just draw everything. I have yet to experiment to find out > which is better in different situations. I should imagine that just drawing everything using a high tesselation technique would be a win for PS2. Maybe using a VIPM-like technique to somehow reduce the number of active bones in sub-d SSC mesh based on some error metric could be cool too... Cheers, Paul. |