Hi, I was wondering, if you could implement the trimming for subdivision surfaces, avoiding rework the edges, now everyone knows the nurbs surfaces, are still a dream, but this might be a good solution.
If someone could take, this into consideration, it would be very helpful.
I always am to dream and to work with subdiv surface who reacts as Nurbs. After all i think it is possible to make it by talented developer. Your second link don’t work, please fix that?
The papers look pretty promising, I do like how the algorithms try to create a smarter use of existing polygons as opposed to the existing workflows of subdividing to a crazy amount so things appear as sharp.
I do wonder though, all of the examples concern perfectly sharp surfaces and cuts, I wonder if they would also function if the effect needs to be softer (like you have a perfectly sharp feature in your SubD mesh or a hole with a perfectly sharp edge, but you want those edges or transitions to be soft or rounded instead.
Damn this saddens me, Blender needs this and a geometric constraint solver. You cekuhnen uses Autodesk and Apple; I, an cheap computers, running Linux, your world is easier. I think I will buy sooner or later a license for Linux of Moi3D, that works really well on linux.