Fast Rendering of Subdivision Surfaces: Slide 7 of 15.


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First, I will explain some of the problems in implementing complicated algorithms with simple graphics engines;

then I'll describe in high level how we break up rendering the whole surface into chunks digestable by the GEs;

we will take a look at our sophisticated main data structure: a square array;

we will study a depth-first algorithm that operates on those square arrays and uses very little memory;

we'll take a look at an algorithm for partitioning a general triangle mesh into pairs of triangles;

and finally I present some results.