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	<title>Comments on: Catmull-Clark Subdivision: The Basics</title>
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	<link>http://www.rorydriscoll.com/2008/08/01/catmull-clark-subdivision-the-basics/</link>
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		<title>By: rory</title>
		<link>http://www.rorydriscoll.com/2008/08/01/catmull-clark-subdivision-the-basics/comment-page-1/#comment-135</link>
		<dc:creator>rory</dc:creator>
		<pubDate>Thu, 22 Oct 2009 05:23:33 +0000</pubDate>
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		<description>Hi,

So far I have found quite a lot of differences between how different packages treat boundary edges. Comparing, say, Modo and Max, I&#039;ve noticed some significant differences in some situations. I can&#039;t remember off-hand what the original paper said about these border cases - I&#039;ll have to have another read.

Certainly, tools like vertex weight maps and edge creasing are completely inconsistent among the variety of pacakges which support Catmull-Clark surfaces - hence the reason why it&#039;s often difficult to transport sub-d surfaces from one package to another. I&#039;ve heard that Lightwave&#039;s surfaces are particularly good, though I&#039;m not sure how &#039;good&#039; was measured.

I&#039;ve been meaning to do some more research into subdivision surfaces in general now that DirectX 11 cards (with hardware tessellation units) are starting to make their way to the shops. I&#039;ll let you know if I find something relevant.</description>
		<content:encoded><![CDATA[<p>Hi,</p>
<p>So far I have found quite a lot of differences between how different packages treat boundary edges. Comparing, say, Modo and Max, I&#8217;ve noticed some significant differences in some situations. I can&#8217;t remember off-hand what the original paper said about these border cases &#8211; I&#8217;ll have to have another read.</p>
<p>Certainly, tools like vertex weight maps and edge creasing are completely inconsistent among the variety of pacakges which support Catmull-Clark surfaces &#8211; hence the reason why it&#8217;s often difficult to transport sub-d surfaces from one package to another. I&#8217;ve heard that Lightwave&#8217;s surfaces are particularly good, though I&#8217;m not sure how &#8216;good&#8217; was measured.</p>
<p>I&#8217;ve been meaning to do some more research into subdivision surfaces in general now that DirectX 11 cards (with hardware tessellation units) are starting to make their way to the shops. I&#8217;ll let you know if I find something relevant.</p>
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		<title>By: emauher</title>
		<link>http://www.rorydriscoll.com/2008/08/01/catmull-clark-subdivision-the-basics/comment-page-1/#comment-134</link>
		<dc:creator>emauher</dc:creator>
		<pubDate>Tue, 13 Oct 2009 19:50:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.rorydriscoll.com/?p=30#comment-134</guid>
		<description>Thanks a lot for the detailed explanation. I have been experimenting with the algorithm and cross-checking it with Lightwave 9.0 Catmull-Clark implementation. I have noticed discrepancies between LW9.0 implementation and the original work. Yet, I would like to ask about something else. How do you treat boundary edges? How do you calculate the new edge point of a boundary edge?
Thanks!</description>
		<content:encoded><![CDATA[<p>Thanks a lot for the detailed explanation. I have been experimenting with the algorithm and cross-checking it with Lightwave 9.0 Catmull-Clark implementation. I have noticed discrepancies between LW9.0 implementation and the original work. Yet, I would like to ask about something else. How do you treat boundary edges? How do you calculate the new edge point of a boundary edge?<br />
Thanks!</p>
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