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Lecture 8: Geometry Processing (62)
seohyunjeon

Would we be able to use something analogous to mipmaps for texture mapping in order to store fewer triangles for objects that are farther away? (3000 skull is virtually indistinguishable from 30,000 skull in the small bottom row) or is this impractical in practice since 3d objects may be moved closer to the viewing point and we will need the higher resolution(?) version at some point?

bjmhs

I think Professor Angjoo mentioned that mesh simplification is popular among artists in practice because it can reduce their work. How does that actually work? Do the artists provide simple meshes and some algorithm performs loop subdivision to output a more detailed mesh?

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