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	<title>Comments on: loop subdivision surfaces</title>
	<atom:link href="http://liar.bramz.net/2006/12/12/loop-subdivision-surfaces/feed/" rel="self" type="application/rss+xml" />
	<link>http://liar.bramz.net/2006/12/12/loop-subdivision-surfaces/</link>
	<description>'LiAR isn't a raytracer' is an open source, cross platform, object-oriented and extendable raytracer written in C++ and Python by Bram de Greve.</description>
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	<item>
		<title>By: bramz</title>
		<link>http://liar.bramz.net/2006/12/12/loop-subdivision-surfaces/comment-page-1/#comment-533</link>
		<dc:creator>bramz</dc:creator>
		<pubDate>Thu, 04 Jan 2007 01:56:40 +0000</pubDate>
		<guid isPermaLink="false">http://liar.sourceforge.net/blog/2006/12/12/loop-subdivision-surfaces/#comment-533</guid>
		<description>Hi Nathan!

Yeah, well, subdivision surfaces.  I&#039;ve implemented them to render a formula 1 car that needed some smoothing - especially the wheels.  But unfortunately,  UV mapping is not as straight forward as I thought.  Until now, I simply split the texture coordinates over the four new triangles, splitting in half over the edges.  But that doesn&#039;t quite work.  It completely messes up the texture mapping.  Well, it was a bit to be expected of course.  So, I&#039;ll have to find some more clever way to do it.  Probably something along the same line as the vertex coordinates. But one thing that is worrying me is what to do if the texture mapping has seams over the model: when there&#039;s a discontinuity in the texture coordinates, but not in the &quot;observed texture&quot;.  To be continued =)

Bramz</description>
		<content:encoded><![CDATA[<p>Hi Nathan!</p>
<p>Yeah, well, subdivision surfaces.  I&#8217;ve implemented them to render a formula 1 car that needed some smoothing &#8211; especially the wheels.  But unfortunately,  UV mapping is not as straight forward as I thought.  Until now, I simply split the texture coordinates over the four new triangles, splitting in half over the edges.  But that doesn&#8217;t quite work.  It completely messes up the texture mapping.  Well, it was a bit to be expected of course.  So, I&#8217;ll have to find some more clever way to do it.  Probably something along the same line as the vertex coordinates. But one thing that is worrying me is what to do if the texture mapping has seams over the model: when there&#8217;s a discontinuity in the texture coordinates, but not in the &#8220;observed texture&#8221;.  To be continued =)</p>
<p>Bramz</p>
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	<item>
		<title>By: Reedbeta</title>
		<link>http://liar.bramz.net/2006/12/12/loop-subdivision-surfaces/comment-page-1/#comment-530</link>
		<dc:creator>Reedbeta</dc:creator>
		<pubDate>Wed, 03 Jan 2007 23:32:53 +0000</pubDate>
		<guid isPermaLink="false">http://liar.sourceforge.net/blog/2006/12/12/loop-subdivision-surfaces/#comment-530</guid>
		<description>Oh man, subdivision surfaces.  Those are &lt;i&gt;very cool&lt;/i&gt;.  How does UV mapping work for them?  I wonder if you could apply the same subdivision algorithm to texture coordinates as for vertex coordinates...then you could automatically generate a UV mapping for the subdiv surface from a UV map on the control mesh.

You&#039;re making a heck of a lot more progress with your raytracer than I am!  (I&#039;m off school now for the winter break, but haven&#039;t done much programming - been watching too much TV!)</description>
		<content:encoded><![CDATA[<p>Oh man, subdivision surfaces.  Those are <i>very cool</i>.  How does UV mapping work for them?  I wonder if you could apply the same subdivision algorithm to texture coordinates as for vertex coordinates&#8230;then you could automatically generate a UV mapping for the subdiv surface from a UV map on the control mesh.</p>
<p>You&#8217;re making a heck of a lot more progress with your raytracer than I am!  (I&#8217;m off school now for the winter break, but haven&#8217;t done much programming &#8211; been watching too much TV!)</p>
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