Subdivision

Software: Away3D 4.x

Avatar
SasMaster, Sr. Member
Posted: 27 October 2011 11:53 AM   Total Posts: 127

So when can we see this in Away?
http://www.lab4games.net/zz85/blog/

 Signature 

This looks like a job for superman
http://blog.alladvanced.net

   

Avatar
80prozent, Sr. Member
Posted: 30 October 2011 01:56 PM   Total Posts: 430   [ # 1 ]

hi

i would love to see the that too.

i guess the devs will not look into this to soon, since its not to easy to implement in away3d, and much other important stuff is on their list.
also i remember a team-member saying on googlegroups that the team is not seeing to much benefit of subdivisions in away3d.

i am trying to learn as much of 3d and the math behind as possible this days, and if you see it that way, subdivisions are looking really interesting.

here are some thoughts about this after reading through the articles of your link.

i think the calculation that is needed is going to be pretty heavy, but could be made a much faster by precalculating and storing some of the needed data.

i would precalculate this data:

edges - have a list of all edges that build up the mesh. information about a edge should include references to the (max 2) triangles they are part of.
having this data stored, we always know if a edge is a “outline” (only part of one triangle) edge or not.

points - have a list of all points that build up the mesh. infos about a point should include references to the triangles it is part of.

having this data to work with, the chalange of the subdivision function would mainly be to calculate the new triangles in a way that shared verticles are used whereever possible, and thats the precalculated data gets expandet in a way that the next subdivision calculation can take advantage of it again.
maybe you would end up having to store different sets of precalculated data for each subdivision state to smoothly switch between them.

i am already doing some of the precalulating for a wireframemesh-generator (finding minimum of needed edges to draw mesh) and the calculation time is so heavy, that it is much faster to calculate the data once, store as xml and load it in your application. maybe the calculation can be optimized, since i may be not the best as3-programmer, but i think for larger meshes it will always freeze your browser for some seconds. best would be to have the needed data calculated on export from 3d-application.

just some thoughts….

[edit: some more thoughts… smile

subdividing bigger meshes we will get into the Limits for one Subgeometry soon. So subdivision should have a way to expand a Subgeometry with another Subgeometry somehow…

each point should be able to provide a subdivison-weight (for smoothing).

subdivison should have two ways of dealing (smoothShared=true/false) with shared verts.

 Signature 

sorry…i hope my actionscript is better than my english…

   

alitan, Newbie
Posted: 20 January 2012 10:29 PM   Total Posts: 15   [ # 2 ]

Hi,

I am not sure if this should be handled with GPU. There is an option to tessellate objects on the GPU. Can we do that with Away3D as a custom shader, etc.
Ofcourse Catmull subdivision is nice and i think it can implemented and/or ported from three.js

   
   

X

Away3D Forum

Member Login

Username

Password

Remember_me



X