From df1516fe9d7d7c7f7fc6b5a9a0f76f99c8cb3f08 Mon Sep 17 00:00:00 2001
From: Hui Wang <wanghehv@sjtu.edu.cn>
Date: Thu, 9 Mar 2023 11:47:39 +0000
Subject: [PATCH] Update model.md

---
 docs/guide/model.md | 42 +++++++++++++++++++++---------------------
 1 file changed, 21 insertions(+), 21 deletions(-)

diff --git a/docs/guide/model.md b/docs/guide/model.md
index 59e38b5..9505631 100644
--- a/docs/guide/model.md
+++ b/docs/guide/model.md
@@ -53,16 +53,16 @@ of the vertices mode.)
 
 There are three possible types of bevels:
 
-- Vertex Bevel: The selected vertex _v_ is replaced by a face _f_ whose
+- **Vertex Bevel**: The selected vertex _v_ is replaced by a face _f_ whose
 vertices are connected to the edges originally incident on _v_. The new face is
 inset (i.e., shunken or expanded) by a user-controllable amount.
 
-- Vertex Extrude: The selected vertex _v_ is beveled by a flat amount (we use 1/3 the length of the edge from the original vertex _v_ to an adjacent vertex endpoint as the tangential offset), a new vertex _v'_ is inserted into the resulting face, and _v'_ is offset in its normal direction by a user-controllable amount.
+- **Vertex Extrude**: The selected vertex _v_ is beveled by a flat amount (we use 1/3 the length of the edge from the original vertex _v_ to an adjacent vertex endpoint as the tangential offset), a new vertex _v'_ is inserted into the resulting face, and _v'_ is offset in its normal direction by a user-controllable amount.
 
 <video src="./model_mode/vertex_bevel.mp4" controls preload muted loop style="max-width: 100%; margin: 0 auto;"></video>
 ![](./model_mode/vertex_bevel.mp4)
 
-- Edge Bevel: The selected edge _e_ is replaced by a face _f_ whose
+- **Edge Bevel**: The selected edge _e_ is replaced by a face _f_ whose
 vertices are connected to the edges originally incident on the endpoints of _e_.
 The new face is inset and offset by some user-controllable amount, as with the
 vertex bevel.
@@ -70,15 +70,15 @@ 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:
+- **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
 user-controllable amount.
 
-- Face Extrude: The selected face _f_ is replaced by a new face _g_ as in Face Bevel, and _g_ is offset only in the normal direction by some user-controllable amount.
+- **Face Extrude**: The selected face _f_ is replaced by a new face _g_ as in Face Bevel, and _g_ is offset only in the normal direction by some user-controllable amount.
 
-- Face Inset: The selected face _f_ is replaced by a new face _g_ as in Face Bevel, but its vertices are only offset in the tangent direction by a constant factor (we use 1/3 in the example).
+- **Face Inset**: The selected face _f_ is replaced by a new face _g_ as in Face Bevel, but its vertices are only offset in the tangent direction by a constant factor (we use 1/3 in the example).
 
 <video src="./model_mode/face_bevel.mp4" controls preload muted loop style="max-width: 100%; margin: 0 auto;"></video>
 ![](./model_mode/face_bevel.mp4)
@@ -90,21 +90,21 @@ connectivity of the mesh (for instance, splitting or collapsing edges). These
 commands are applied by selecting a mesh element (in any mode) and pressing the
 appropriate key, as listed below. Local mesh editing operations include:
 
-- Erase Vertex: The selected vertex _v_ together with all incident edges
+- **Erase Vertex**: The selected vertex _v_ together with all incident edges
 and faces will be replaced with a single face _f_, that is the union of all
 faces originally incident on _v_.
 
 <video src="./model_mode/erase_vertex.mp4" controls preload muted loop style="max-width: 100%; margin: 0 auto;"></video>
 ![](./model_mode/erase_vertex.mp4)
 
-- Erase Edge: The selected edge _e_ will be replaced with the union of the
+- **Erase Edge**: The selected edge _e_ will be replaced with the union of the
 faces containing it, producing a new face _e_ (if _e_ is a boundary edge,
 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:
+- **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
@@ -114,16 +114,16 @@ only two edges).
 <video src="./model_mode/collapse_edge.mp4" controls preload muted loop style="max-width: 100%; margin: 0 auto;"></video>
 ![](./model_mode/collapse_edge.mp4)
 
-- Face Collapse: The selected face _f_ is replaced by a single vertex _v_.
+- **Face Collapse**: The selected face _f_ is replaced by a single vertex _v_.
 All edges previously connected to vertices of _f_ are now connected directly to
 _v_.
 
 <video src="./model_mode/collapse_face.mp4" controls preload muted loop style="max-width: 100%; margin: 0 auto;"></video>
 ![](./model_mode/collapse_face.mp4)
 
-- 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: 
+- **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: 
+- **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).
@@ -139,7 +139,7 @@ to the two opposite vertices (or one in the case of a surface with boundary).
 <video src="./model_mode/edge_split.mp4" controls preload muted loop style="max-width: 100%; margin: 0 auto;"></video>
 ![](./model_mode/edge_split.mp4)
 
-- 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<a name="global-mesh-processing"></a>
 
@@ -148,13 +148,13 @@ A number of commands can be used to create a more global change in the mesh
 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:
+- **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>
 ![](./model_mode/triangulate.mp4)
 
-- Linear Subdivision:<a name="linear-subdivision"></a>
+- **Linear Subdivision**:
 Each polygon in the selected mesh is split into
 quadrilaterals by inserting a vertex at the midpoint and connecting it to the
 midpoint of all edges. New vertices are placed at the average of old vertices so
@@ -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:
+- **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
@@ -174,8 +174,8 @@ 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:
- _[Note: this method is for triangle meshes without boundary only!]_
+- **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
 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>
 ![](./model_mode/loop_subd.mp4)
 
-- Isotropic Remeshing:
+- **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:
+- **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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