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RUN-TIME MESH SUBDIVISION
Subdivision algorithm is used in a game to fit a high-res mesh to a low-res mesh to save calculations
YEAR
TYPE
EFFORT
2008
Project
Solo
Run-Time Mesh Subdivision
     + Introduction
     + Technical Details
@ Projects > Rigging & Deformation
SECTION MENU
     + Tweakable Fish (2008)
     + Mocap-Ready Facial Rig (2008)
     + Run-Time Subdivision (2008)
     + Muskeelar (2007)
     + Inverse Kinematics (2007)
     + Low Res Proxy (2006)

Introduction

Subdivision algorithm is used to fit a high resolution mesh to a low resolution mesh that undergoes Physics simulation. This reduces computational costs (e.g. due to simulation, collision detection etc) while maintaining a smooth appearance in real-time. Implemented in Microsoft XNA 2.0.


Video comparing the look of the mesh before and after subdivision

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Technical Details

Coming soon...

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CG:SKEELOGY
ABOUT ME
I have experience with physics simulation programming, character rigging and R&D on anatomical and deformable models. In my free time, I work on small personal projects such as casual games and tools development.
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