Subdivision Surfaces Part 1

  Рет қаралды 34,715

UC Davis Academics

UC Davis Academics

Күн бұрын

Пікірлер: 28
@ramanasubramanyam1110
@ramanasubramanyam1110 4 жыл бұрын
Lecture starts at 4:35
8 жыл бұрын
Great class, that was a true eye-opener for 3D graphical computing. I wish I had a teacher like you in my computer science courses.
@Aliismail3D
@Aliismail3D 8 жыл бұрын
This is absolutely awesome, thank you for posting. The professor's explanation is one of the best I've ever seen on these subjects.
@rephayersecondchannel
@rephayersecondchannel 4 жыл бұрын
this should be shown in any 3d class if its art or game or vfx thank you for uploading!
@iamlordstarbuilder5595
@iamlordstarbuilder5595 4 жыл бұрын
Funny, part of my self-education involves college classes
@unveil7762
@unveil7762 Жыл бұрын
DIFFERENTIAL GROWING mesh with out vdb!!! Analitic differential growing!! ❤🎉
@ledo4368
@ledo4368 3 жыл бұрын
Wish this was uploaded with a better quality cause it's hard to follow the board at 480p.
@dayyans
@dayyans 8 жыл бұрын
Great video!
@nightfox6738
@nightfox6738 Жыл бұрын
16:25 Maybe I'm misunderstanding something here but isn't x^2+y^2-R^2=0 quadratic? Since that's a circle, it seems like you can write a circle as a quadratic...
@ianmcglasham
@ianmcglasham 3 жыл бұрын
Good video.
@JoeRussell-oj7xm
@JoeRussell-oj7xm Жыл бұрын
This is a great lecture although at this video resolution I wish he had had colored chalk.
@shamanik1320
@shamanik1320 6 жыл бұрын
Liking the video so far, but I didnt realize how much I hate the sound chalk makes till now lol. I have some artifacts on a blender object, it's all quads and then it dips down into the piece and the corners are having flat pieces hanging over them and control loops aren't stopping them. So there's something about nearby control polygons that I'm not understanding.
@maximilliangubbins
@maximilliangubbins 4 жыл бұрын
amazing
@runsunpan6505
@runsunpan6505 6 жыл бұрын
Very nice video. Whoever this "UC Davis Academics" is, it's very helpful, but please have the decency to include the name of the professor to give him credit. Besides I would like to learn more about him.
@michaeldamolsen
@michaeldamolsen 3 жыл бұрын
If anyone wonders in the future: This is Ken Joy, he helped found the computer science department at UC Davis in 1983. Searching for his name and UC Davis brings up his bio page.
@alialhimeri7792
@alialhimeri7792 9 жыл бұрын
I want some help please I am trying to remove a subdivision surface modifier from an object after applying in blender. thanks
@josephmoody5418
@josephmoody5418 9 жыл бұрын
+ali alhimeri You may have to manually remove those edges yourself.
@noenaem1389
@noenaem1389 8 жыл бұрын
Control-Z, or do Decimate modifier, and un subdivide.
@ongakuwo
@ongakuwo 7 жыл бұрын
lol, before applying modifiers save your project, then save as!!
@keithkowalski8763
@keithkowalski8763 6 жыл бұрын
wings3d has a doo-sabin filter. it is awesome sometimes.
@davidmurphy563
@davidmurphy563 4 жыл бұрын
It's unfortunate that he uses math and not code. Makes simple things unnecessarily hard to follow. What I'm not clear about is now, when you've got an array of vertices with index numbers you define the faces. Otherwise there's only one center point. Do you just loop through the index until you arrive where you started to break it up into faces and then apply the algorithm to this? Finding the center and half center points is trivial (no idea why he made such a song and dance over this) but how then do you construct the index on the new array? How should you weave this to make the new subdivided mesh?
@daniel.friedrich
@daniel.friedrich 2 жыл бұрын
Hey, did you find it out, by chance?
@davidmurphy563
@davidmurphy563 2 жыл бұрын
@@daniel.friedrich Yeah, I just looked at an obj file for a cube mesh and it's as plain as day how it's done. They literally have an array of unique verts; so with the cube example you have 8 obviously. Then the tri winding is described in another array which just lists the index of your vert array (that way you can reference the same vert over and over and only have to give the index and each vert is a single object in memory). A face is implicit, it's all tris so mod 3 gets you the first vert in a face. The face direction is defined by going anti-clockwise (usually, seems the convention as it's easier with the cross) and you get the collision with the cross and dot product. That's all there is to it really. I did a ray march and coded it up for myself on ShaderToy and it worked a treat.
@daniel.friedrich
@daniel.friedrich 2 жыл бұрын
@@davidmurphy563 incredibly elegant, thank you so much!
@canweng5546
@canweng5546 8 жыл бұрын
9
@ongakuwo
@ongakuwo 7 жыл бұрын
you could use some colored chalk man!
@DE1CRAFTS
@DE1CRAFTS 5 жыл бұрын
WHAT IS THE APPLICATION OF THIS
@deltaray3
@deltaray3 5 жыл бұрын
Making 3D objects rounder and more pleasant looking. Without it characters and objects in movies from the likes of Pixar and Dreamworks would be much blockier or would be much harder to produce. To see it for yourself first hand, just download Blender 3D and apply a subdivision surface modifier to the default cube.
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