OpenSubdiv from research to industry adoption

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引用次数: 5

Abstract

Catmull-Clark Subdivision Surfaces were invented in the 1970s. The specification was extended with local edits, creases, and other features, and formalized into a usable technique for animation in 1998. But the extended technology has not enjoyed widespread adoption in animation for a variety of reasons. Recently, Pixar decided to release its subdivision patents and working codebase, in the hope that giving away its high-performance GPU-accelerated code will create a standard for geometry throughout the animation industry. This course answers several questions: •What is a subdivision surface? •What are the extended features, and how exactly do they work? •What is the Feature Adaptive algorithm, and how does it make the surfaces useful on GPUs? •What is OpenSubdiv, and how does it implement these algorithms? •How do you integrate OpenSubdiv into an application and a pipeline? •What are the challenges and solutions associated with putting OpenSubdiv on a mobile device?
OpenSubdiv从研究到行业采用
卡特穆尔-克拉克细分曲面是在20世纪70年代发明的。该规范扩展了本地编辑、折痕和其他功能,并于1998年正式成为一种可用的动画技术。但由于种种原因,这种扩展后的技术并没有在动画领域得到广泛采用。最近,皮克斯决定发布其细分专利和工作代码库,希望通过其高性能gpu加速代码的发布,为整个动画行业的几何图形创建一个标准。本课程回答了几个问题:•什么是细分表面?•扩展的功能是什么,它们是如何工作的?•什么是特征自适应算法,它如何使图形表面在gpu上有用?什么是OpenSubdiv,它是如何实现这些算法的?如何将OpenSubdiv集成到应用程序和管道中?•将OpenSubdiv放到移动设备上的挑战和解决方案是什么?
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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