Bézier Triangle-Based Interpolatory √3 -Subdivision

In order to construct high quality subdivision surfaces efficiently, an interpolating √3 -subdivision method based on Bézier triangle is proposed. We subdivide a triangle mesh in three main steps: construct a cubic Bézier triangle interpolating the vertices and vertex normals of every triangle on the control mesh; compute the center point and center normal vector for every Bézier triangle; re-triangulate the newly computed center points and old vertices. A method to subdivide boundary triangles or singular triangles with thin shapes is also proposed. Since every new face vertex and new vertex normal is only computed based on the vertices and vertex normal of a local triangle, this method is very easy to implement and it is also possible to accelerate the subdivision by parallel computing. Numerical examples show that the proposed method can produce smooth and fair-looking subdivision surfaces. Moreover, the shape of the limit surfaces can be edited effectively by adjusting the normal direction of the initial vertices.

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Publication Details

Journal
Journal of Computer-Aided Design & Computer Graphics
Published
2025-05-01
DOI
https://doi.org/10.3724/sp.j.1089.2023-00454
Primary Topic
Advanced Numerical Analysis Techniques
Type
article
Field-Weighted Citation Impact
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article

Bézier Triangle-Based Interpolatory √3 -Subdivision

Xunnian Yang, Chao Ji
Journal of Computer-Aided Design & Computer Graphics
Advanced Numerical Analysis Techniques
article

Bézier Triangle-Based Interpolatory √3 -Subdivision

Xunnian Yang, Chao Ji
article en

Abstract

In order to construct high quality subdivision surfaces efficiently, an interpolating √3 -subdivision method based on Bézier triangle is proposed. We subdivide a triangle mesh in three main steps: construct a cubic Bézier triangle interpolating the vertices and vertex normals of every triangle on the control mesh; compute the center point and center normal vector for every Bézier triangle; re-triangulate the newly computed center points and old vertices. A method to subdivide boundary triangles or singular triangles with thin shapes is also proposed. Since every new face vertex and new vertex normal is only computed based on the vertices and vertex normal of a local triangle, this method is very easy to implement and it is also possible to accelerate the subdivision by parallel computing. Numerical examples show that the proposed method can produce smooth and fair-looking subdivision surfaces. Moreover, the shape of the limit surfaces can be edited effectively by adjusting the normal direction of the initial vertices.

Journal of Computer-Aided Design & Computer GraphicsVol. 37(5)
Openalex Percentile: Top 64%
Advanced Numerical Analysis Techniques
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