Subdivision surfaces in character animation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Analysis and application of subdivision surfaces
Analysis and application of subdivision surfaces
Stationary subdivision and multiresolution surface representations
Stationary subdivision and multiresolution surface representations
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The creation of believable and endearing digital characters in feature films presents a number of technical challenges, including the modeling, animation and rendering of complex shapes such as heads, hands, and clothing. Traditionally, these shapes have been modeled with NURBS surfaces despite the severe topological restrictions that NURBS impose. In order to move beyond these restrictions, we have introduced subdivision surfaces into our production environment. Subdivision surfaces are not new, but their use in high-end CG production has, until recently, been limited. Here we survey a series of developments that were required in order for subdivision surfaces to meet the demands of high-end production.