Lecture 8: Geometry Processing (41)

This seems to indicate that the meshes are split, not the triangles when rendering. While that makes sense from a geometric modeling perspective, when we actually want to turn the 3D mesh into a 2D image, we shouldn't need to subdivide triangles that aren't in view. Are there methods for making sure we only subdivide on visible parts of the mesh?


Unrelated question from above, the new vertices must be at the center of edges, always right?

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