From 334704948d9ac500ad8dedfac964d9f9122b5708 Mon Sep 17 00:00:00 2001 From: Hui Wang <wanghehv@sjtu.edu.cn> Date: Thu, 9 Mar 2023 11:42:56 +0000 Subject: [PATCH] Update model.md --- docs/guide/model.md | 22 +++++++++++----------- 1 file changed, 11 insertions(+), 11 deletions(-) diff --git a/docs/guide/model.md b/docs/guide/model.md index f1a08d3..59e38b5 100644 --- a/docs/guide/model.md +++ b/docs/guide/model.md @@ -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>  -- 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>  -### 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>  -- 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>  -- 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>  -- 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>  -- 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>  -- 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>  -- 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. -- GitLab