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Catmull-Clark Subdivision

For an in-practice example, see the User Guide.

The only difference between Catmull-Clark and linear subdivision is the choice of positions for new vertices. Whereas linear subdivision simply takes a uniform average of the old vertex positions, Catmull-Clark uses a very carefully-designed weighted average to ensure that the surface converges to a nice, round surface as the number of subdivision steps increases. The original scheme is described in the paper “Recursively generated B-spline surfaces on arbitrary topological meshes” by (Pixar co-founder) Ed Catmull and James Clark. Since then, the scheme has been thoroughly discussed, extended, and analyzed; more modern descriptions of the algorithm may be easier to read, including those from the Wikipedia and this webpage. In short, the new vertex positions can be calculated by:

  1. setting the new vertex position at each face \(f\) to the average of all its original vertices (exactly as in linear subdivision),
  2. setting the new vertex position at each edge \(e\) to the average of the new adjacent face positions (from step 1) and the original edge endpoint positions, and
  3. setting the new vertex position at each vertex \(v\) to the weighted sum

where \(n\) is the degree of vertex \(v\) (i.e., the number of faces containing \(v\)), and

  • \(Q\) is the average of all new face position for faces containing \(v\),
  • \(R\) is the average of all original edge midpoints for edges containing \(v\), and
  • \(S\) is the original vertex position for vertex \(v\).

In other words, the new vertex positions are an “average of averages.” (Note that you will need to divide by \(n\) both when computing \(Q\) and \(R\), and when computing the final, weighted value—this is not a typo!)

Your implementation of linear and Catmull-Clark subdivision will be very similar - only differing on how to compute the vertices new positions at each edge and vertex.

This step should be implemented in the method HalfedgeMesh::catmullclark_subdivide_positions in student/meshedit.cpp.

This subdivision rule is not required to support meshes with boundary, unless the implementer wishes to go above and beyond.