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CG Modeling 3: Advanced

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An Introduction to Computer Graphics for Artists
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Abstract

This chapter provides a quick overview of subdivision surface modeling, sculpting, and procedural modeling. Of the group, only procedural modeling remains unusual in industry, particularly in video games, but that is changing rapidly. For each of these methods, the quality of the final geometry is determined based on criteria already presented in Chap. 9. This is because polygons, no matter how they are generated, are still polygons.

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References

  • Catmull, E., & Clark, J. (1978). Recursively generated Bspline surfaces on arbitrary topological meshes. Computer-Aided Design, 10(6), 350–355.

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  • DeRose, T., et al. (1998). Subdivision surfaces in character animation. In Proceedings of the 25th annual conference on computer graphics and interactive techniques (pp. 85–94). New York: ACM.

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  • Müller, K., et al. (2010). Dinus: Double insertion, nonuniform, stationary subdivision surfaces. ACM Transactions on Graphics, 29(3), 1–21.

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  • Patney, A., et al. (2009). Parallel view-dependent tessellation of Catmull-Clark subdivision surfaces. In Proceedings of the conference on high performance graphics 2009. New Orleans: ACM.

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© 2013 Springer-Verlag London

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Paquette, A. (2013). CG Modeling 3: Advanced. In: An Introduction to Computer Graphics for Artists. Springer, London. https://doi.org/10.1007/978-1-4471-5100-5_15

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  • DOI: https://doi.org/10.1007/978-1-4471-5100-5_15

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  • Publisher Name: Springer, London

  • Print ISBN: 978-1-4471-5099-2

  • Online ISBN: 978-1-4471-5100-5

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