Commit 33470494 authored by Hui Wang's avatar Hui Wang
Browse files

Update model.md

parent 642e8c22
......@@ -70,7 +70,7 @@ vertex bevel.
<video src="./model_mode/edge_bevel.mp4" controls preload muted loop style="max-width: 100%; margin: 0 auto;"></video>
![](./model_mode/edge_bevel.mp4)
- Face Bevel:<a name="face-bevel"></a>
- Face Bevel:
The selected face _f_ is replaced by a new face _g_, as well
as a ring of faces around _g_, such that the vertices of _g_ connect to the
original vertices of _f_. The new face is inset and offset by some
......@@ -83,7 +83,7 @@ user-controllable amount.
<video src="./model_mode/face_bevel.mp4" controls preload muted loop style="max-width: 100%; margin: 0 auto;"></video>
![](./model_mode/face_bevel.mp4)
### Local Connectivity Editing
### Local Connectivity Editing<a name="local-connectivity-editing"></a>
In addition to beveling, a variety of commands can be used to alter the
connectivity of the mesh (for instance, splitting or collapsing edges). These
......@@ -104,7 +104,7 @@ nothing happens).
<video src="./model_mode/erase_edge.mp4" controls preload muted loop style="max-width: 100%; margin: 0 auto;"></video>
![](./model_mode/erase_edge.mp4)
- Edge Collapse:<a name="edge-collapse"></a>
- Edge Collapse:
The selected edge _e_ is replaced by a single vertex _v_.
This vertex is connected by edges to all vertices previously connected to either
endpoint of _e_. Moreover, if either of the polygons containing _e_ was a
......@@ -123,7 +123,7 @@ _v_.
- Vertex Inset: A new vertex _v_ is inset at the center of the selected face _f_, dividing _f_ into _n_ triangles (where _n_ is the degree of _f_).
- Edge Flip: <a name="edge-flip"></a>
- Edge Flip:
The selected edge _e_ is "rotated" around the face, in the
sense that each endpoint moves to the next vertex (in counter-clockwise order)
along the boundary of the two polygons containing _e_.
......@@ -131,7 +131,7 @@ along the boundary of the two polygons containing _e_.
<video src="./model_mode/edge_flip.mp4" controls preload muted loop style="max-width: 100%; margin: 0 auto;"></video>
![](./model_mode/edge_flip.mp4)
- Edge Split: <a name="edge-split"></a>
- Edge Split:
[Note: this method is for triangle meshes only!] The
selected edge _e_ is split at its midpoint, and the new vertex _v_ is connected
to the two opposite vertices (or one in the case of a surface with boundary).
......@@ -141,14 +141,14 @@ to the two opposite vertices (or one in the case of a surface with boundary).
- Edge Bisect: The selected edge _e_ is split at its midpoint, and the new vertex _v_ at the split is returned. Note that the new vertex _v_ is not connected to the two opposite vertices as in Edge Split.
### Global Mesh Processing
### Global Mesh Processing<a name="global-mesh-processing"></a>
A number of commands can be used to create a more global change in the mesh
(e.g., subdivision or simplification). These commands can be applied by
pressing the appropriate sidebar button with a mesh selected. Note that in scenes with multiple meshes (e.g., those used by
the path tracer), this command will be applied only to the selected mesh.
- Triangulate:<a name="triangulate"></a>
- Triangulate:
Each polygon is split into triangles.
<video src="./model_mode/triangulate.mp4" controls preload muted loop style="max-width: 100%; margin: 0 auto;"></video>
......@@ -163,7 +163,7 @@ that, e.g., flat faces stay flat, and old vertices remain where they were.
<video src="./model_mode/linear_subd.mp4" controls preload muted loop style="max-width: 100%; margin: 0 auto;"></video>
![](./model_mode/linear_subd.mp4)
- Catmull-Clark Subdivision:<a name="catmull-clark-subdivision"></a>
- Catmull-Clark Subdivision:
_[Note: this method is for meshes without boundary only!]_
Just as with linear subdivision, each
polygon is split into quadrilaterals, but this time the vertex positions are
......@@ -174,7 +174,7 @@ ultimately generating a nice rounded surface.
<video src="./model_mode/catmull_subd.mp4" controls preload muted loop style="max-width: 100%; margin: 0 auto;"></video>
![](./model_mode/catmull_subd.mp4)
- Loop Subdivision:<a name="loop-subdivision"></a>
- Loop Subdivision:
_[Note: this method is for triangle meshes without boundary only!]_
Each triangle is split into four by connecting the edge midpoints. Vertex
positions are updated according to the [Loop subdivision
......@@ -183,7 +183,7 @@ rules](https://en.wikipedia.org/wiki/Loop_subdivision_surface).
<video src="./model_mode/loop_subd.mp4" controls preload muted loop style="max-width: 100%; margin: 0 auto;"></video>
![](./model_mode/loop_subd.mp4)
- Isotropic Remeshing:<a name="isotropic-remeshing"></a>
- Isotropic Remeshing:
_[Note: this method is for triangle meshes only!]_
The mesh is resampled so that triangles all have roughly the same size and
shape, and vertex valence is close to regular (i.e., about six edges incident on
......@@ -192,7 +192,7 @@ every vertex).
<video src="./model_mode/remesh.mp4" controls preload muted loop style="max-width: 100%; margin: 0 auto;"></video>
![](./model_mode/remesh.mp4)
- Simplification:<a name="simplification"></a>
- Simplification:
_[Note: this method is for triangle meshes only!]_ The
number of triangles in the mesh is reduced by a factor of about four, aiming to
preserve the appearance of the original mesh as closely as possible.
......
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