![]() These models can be just about anything you think of, such as complex interior building designs, animated 3D characters, entire video game worlds, and 3D printed objects or parts. ![]() Autodesk Maya: Best 3D Modeling Software for Animation and GamingĪs the name suggests, 3D modeling software are computer programs that allow you to create and edit three-dimensional models.Fusion 360: Best 3D Modeling Software for 3D Printing and CAM.SketchUp: Best 3D Modeling Software for Architects.Houdini: Powerful Software with Procedural 3D Modeling. ![]() Blender: Best Open Source 3D Modeling Software.This was also my first project using Tessellation Shaders which were surprisingly convenient to use for this project.Top Picks Best 3D Modeling Software – Full Round-Up I also learned a lot on small but significant optimizations, often relying on equivalent matrix operations. Since this was the first time I used Vulkan, I learned many details and considerations that must be taken into account when implementing explicit graphics program. I also how important describing basic examples and relevant convenient can make significant differences for reproducibility. This made the techniques more reusable but much harder to implement, highlighting the importance of numbering schemes and good data structures to represent the configuration of a face. This project was also particular in that it abstracted away a lot of the concepts of subdivision surfaces by applying subdivisions on abstracted face configurations rather than on actual mesh data. I also learned various methods to handle corner cases like open meshes. It is a very nice scheme which happens to be simple yet have nice mathematical properties at the same time. The main thing I learned in this project is subdivision surfaces, more specifically Catmull-Clark Subdivision. This technique results in stencils similar to: For example, leading to 30% increase in framerate when rendering the model "bigguy". ![]() Sharing control points can lead to requiring significantly less memory (and bandwidth). These control points correspond to 4 Bi-Cubic B-Spline patches which are exactly 1/4 of the original patch. Indeed, one level of Catmull-Clark Subdivision generates 25 control points from the 16 original control points of a single Bi-Cubic B-Spline patches. Note that in the case of irregular faces with a single extraordinary vertex, all other nodes can actually share several control points. That is, the control points are given in the same relative order, the topology is equivalent, the vertices have the same valence, etc. Indeed, to reuse the same weights, faces do not need to share any control points, they simply need to have the same configuration. The result can be seen here, where faces sharing the same color uses the same stencils. is the cornerstone of this subdivision scheme. The data structure representing the configuration, valence, topology, etc. The difficulty here is that, while most of the subdivision itself uses the 4x4 Matrix from of Catmull-Clark, irregular faces do not align well with 4x4 Matrices and therefore vertices must be ordered so that which weight multiplies which vertex to calculate a control point can be found easily from the configuration data of the face. The surface can be evaluated simply by applying these stencils to the control points of the face (i.e., multiplying each control point by the corresponding weights) and then doing Bi-Cubic B-Spline evaluation. These subdivision plans can be stored in a Quadtree, where leaf nodes (grey and blue in the picture) contains "Stencils": dense arrays of weights on the original control points.
0 Comments
Leave a Reply. |