[[Home]](/docs/index.md) [[User Guide]](/docs/guide/guide.md) [[Mesh Edit]](/docs/meshedit/overview.md) [[Path Tracer]](/docs/pathtracer/overview.md) [[Animation]](/docs/animation/overview.md) --- # Catmull-Clark Subdivision For an in-practice example, see the [User Guide](/docs/guide/model.md). The only difference between Catmull-Clark and [linear](/docs/meshedit/linear.md) subdivision is the choice of positions for new vertices. Whereas linear subdivision simply takes a uniform average of the old vertex positions, Catmull-Clark uses a very carefully-designed _weighted_ average to ensure that the surface converges to a nice, round surface as the number of subdivision steps increases. The original scheme is described in the paper _"Recursively generated B-spline surfaces on arbitrary topological meshes"_ by (Pixar co-founder) Ed Catmull and James Clark. Since then, the scheme has been thoroughly discussed, extended, and analyzed; more modern descriptions of the algorithm may be easier to read, including those from the [Wikipedia](https://en.wikipedia.org/wiki/Catmull-Clark_subdivision_surface) and [this webpage](http://www.rorydriscoll.com/2008/08/01/catmull-clark-subdivision-the-basics/). In short, the new vertex positions can be calculated by: 1. setting the new vertex position at each face f to the average of all its original vertices (exactly as in linear subdivision), 2. setting the new vertex position at each edge e to the average of the new face positions (from step 1) and the original endpoint positions, and 3. setting the new vertex position at each vertex v to the weighted sum
where _n_ is the degree of vertex _v_ (i.e., the number of faces containing _v_), and * _Q_ is the average of all new face position for faces containing _v_, * _R_ is the average of all original edge midpoints for edges containing _v_, and * _S_ is the original vertex position for vertex _v_. In other words, the new vertex positions are an "average of averages." (Note that you _will_ need to divide by _n_ _both_ when computing _Q_ and _R_, _and_ when computing the final, weighted value---this is not a typo!) Apart from changing the way vertex positions are computed, there should be no difference in your implementation of linear and Catmull-Clark subdivision. This step should be implemented in the method `HalfedgeMesh::catmullclark_subdivide_positions` in `student/meshedit.cpp`. This subdivision rule **is not** required to support meshes with boundary, unless the implementer wishes to go above and beyond.