**mechazoidal + rendering + hn**
1

"You can also make creases in subdivision surfaces by using different subdivision weights over the surface of the model, which may be what DeRose is getting at when he answers with "magic numbers". But it's my understanding that most modern CG is done using subdivision with the standard Catmull-Clark weights over the entire model, instead relying on the density of the input mesh to specify detail."

"This is correct. Explicit/per vertex subdivision weights are basically never used in high end CG. Geometric detail is used, since it is simple and universal. Geometry density is no longer a significant factor in interactivity and not the most significant factor in rendering."

piperesearch
cg
rendering
hn
comment
2014
"This is correct. Explicit/per vertex subdivision weights are basically never used in high end CG. Geometric detail is used, since it is simple and universal. Geometry density is no longer a significant factor in interactivity and not the most significant factor in rendering."

november 2014 by mechazoidal