We may begin the subdivision by partition the quadrilaterals, then smaller quadrilaterals. So I think the answer to the common issues is approximating. But is this method continuous at vertices?
arshbuch
What is interesting is the tradeoff between how many subdivisions to make and cost of computation. Throughout the lecture of geometry, I keep on thinking about computational efficiency and how each "Design choice" we make (approximating, subdivision number, etc.) will effect the user experience. Though not relevant for the specificity of the lecture, it helps me to think about the bigger picture.
nphirning
What are the trade-offs of choosing a general polygon mesh over a solely triangular mesh?
We may begin the subdivision by partition the quadrilaterals, then smaller quadrilaterals. So I think the answer to the common issues is approximating. But is this method continuous at vertices?
What is interesting is the tradeoff between how many subdivisions to make and cost of computation. Throughout the lecture of geometry, I keep on thinking about computational efficiency and how each "Design choice" we make (approximating, subdivision number, etc.) will effect the user experience. Though not relevant for the specificity of the lecture, it helps me to think about the bigger picture.
What are the trade-offs of choosing a general polygon mesh over a solely triangular mesh?