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

Update model.md

parent 642e8c22
...@@ -70,7 +70,7 @@ vertex bevel. ...@@ -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> <video src="./model_mode/edge_bevel.mp4" controls preload muted loop style="max-width: 100%; margin: 0 auto;"></video>
![](./model_mode/edge_bevel.mp4) ![](./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 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 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 original vertices of _f_. The new face is inset and offset by some
...@@ -83,7 +83,7 @@ user-controllable amount. ...@@ -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> <video src="./model_mode/face_bevel.mp4" controls preload muted loop style="max-width: 100%; margin: 0 auto;"></video>
![](./model_mode/face_bevel.mp4) ![](./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 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 connectivity of the mesh (for instance, splitting or collapsing edges). These
...@@ -104,7 +104,7 @@ nothing happens). ...@@ -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> <video src="./model_mode/erase_edge.mp4" controls preload muted loop style="max-width: 100%; margin: 0 auto;"></video>
![](./model_mode/erase_edge.mp4) ![](./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_. The selected edge _e_ is replaced by a single vertex _v_.
This vertex is connected by edges to all vertices previously connected to either 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 endpoint of _e_. Moreover, if either of the polygons containing _e_ was a
...@@ -123,7 +123,7 @@ _v_. ...@@ -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_). - 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 The selected edge _e_ is "rotated" around the face, in the
sense that each endpoint moves to the next vertex (in counter-clockwise order) sense that each endpoint moves to the next vertex (in counter-clockwise order)
along the boundary of the two polygons containing _e_. along the boundary of the two polygons containing _e_.
...@@ -131,7 +131,7 @@ 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> <video src="./model_mode/edge_flip.mp4" controls preload muted loop style="max-width: 100%; margin: 0 auto;"></video>
![](./model_mode/edge_flip.mp4) ![](./model_mode/edge_flip.mp4)
- Edge Split: <a name="edge-split"></a> - Edge Split:
[Note: this method is for triangle meshes only!] The [Note: this method is for triangle meshes only!] The
selected edge _e_ is split at its midpoint, and the new vertex _v_ is connected 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). 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). ...@@ -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. - 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 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 (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 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. 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. Each polygon is split into triangles.
<video src="./model_mode/triangulate.mp4" controls preload muted loop style="max-width: 100%; margin: 0 auto;"></video> <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. ...@@ -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> <video src="./model_mode/linear_subd.mp4" controls preload muted loop style="max-width: 100%; margin: 0 auto;"></video>
![](./model_mode/linear_subd.mp4) ![](./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!]_ _[Note: this method is for meshes without boundary only!]_
Just as with linear subdivision, each Just as with linear subdivision, each
polygon is split into quadrilaterals, but this time the vertex positions are polygon is split into quadrilaterals, but this time the vertex positions are
...@@ -174,7 +174,7 @@ ultimately generating a nice rounded surface. ...@@ -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> <video src="./model_mode/catmull_subd.mp4" controls preload muted loop style="max-width: 100%; margin: 0 auto;"></video>
![](./model_mode/catmull_subd.mp4) ![](./model_mode/catmull_subd.mp4)
- Loop Subdivision:<a name="loop-subdivision"></a> - Loop Subdivision:
_[Note: this method is for triangle meshes without boundary only!]_ _[Note: this method is for triangle meshes without boundary only!]_
Each triangle is split into four by connecting the edge midpoints. Vertex Each triangle is split into four by connecting the edge midpoints. Vertex
positions are updated according to the [Loop subdivision positions are updated according to the [Loop subdivision
...@@ -183,7 +183,7 @@ rules](https://en.wikipedia.org/wiki/Loop_subdivision_surface). ...@@ -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> <video src="./model_mode/loop_subd.mp4" controls preload muted loop style="max-width: 100%; margin: 0 auto;"></video>
![](./model_mode/loop_subd.mp4) ![](./model_mode/loop_subd.mp4)
- Isotropic Remeshing:<a name="isotropic-remeshing"></a> - Isotropic Remeshing:
_[Note: this method is for triangle meshes only!]_ _[Note: this method is for triangle meshes only!]_
The mesh is resampled so that triangles all have roughly the same size and 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 shape, and vertex valence is close to regular (i.e., about six edges incident on
...@@ -192,7 +192,7 @@ every vertex). ...@@ -192,7 +192,7 @@ every vertex).
<video src="./model_mode/remesh.mp4" controls preload muted loop style="max-width: 100%; margin: 0 auto;"></video> <video src="./model_mode/remesh.mp4" controls preload muted loop style="max-width: 100%; margin: 0 auto;"></video>
![](./model_mode/remesh.mp4) ![](./model_mode/remesh.mp4)
- Simplification:<a name="simplification"></a> - Simplification:
_[Note: this method is for triangle meshes only!]_ The _[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 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. preserve the appearance of the original mesh as closely as possible.
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