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>
 ![](./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.
-- 
GitLab