Math and Movies (Animation at Pixar) - Numberphile

Numberphile · 876K views · 2014 · 16:22

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Computer graphics & renderingAnimation & visual effectsRecreational & visual mathinterview

Why Mathematics Stack Exchange recommends it

Mathematics Stack Exchange users link it when discussing subdivision surfaces, curve smoothing and matrix powers in computer graphics, and to cite a specific step such as the 1-2-1 rule.

Recommended by 1 people across 1 different months, 2014 to 2018.

What it is

A Numberphile video in which Pixar researcher Tony DeRose explains how smooth 3D animated characters are built using subdivision surfaces. It covers the Catmull-Clark approach and the averaging rules that turn coarse polygon meshes into smooth shapes.

What people said

Recommends user2485710 · 2014-11 · Mathematics Stack Exchange · on “What's the technical term for "ternary interpolation"?”

While researching how to render 2D bezier curves given the control points, I found a simple formula and the resource where I found this marked this iterative process as a ternary interpolation and ternary approximation . Using this 2 keywords I can't find basically any hit while searching with my favourite search engine and I'm wondering if this is a jargon or a term that is just made up by the author . The "philosophy" of this iterative process looks really similar to what happens in the 3D world with a lattice that is subject to the Catmull-Clark subdivision, it also looks similar to what is shown in this [this video] . Altough all this 3 examples are different, they appear to be connected and

Cites Vincent Mia Edie Verheyen · 2018-06 · Mathematics Stack Exchange · on “2D subdivision surfaces - How to arrive at $B^1 = \large{\frac{A^0 +6B^0 +C^0}{8}}$?”

In the video "Math and Movies (Animation at Pixar) - Numberphile", at around timecode 11:45 [this video] , the following is said: Using the $1$, $2$, $1$ rule, you can see that $B^1 = \large{\frac{A^0 +6B^0 +C^0}{8}}$ How does one arrive at this please? I wonder where the $6$ and the $8$ come into the picture.

Cites Sambo · 2018-07 · Mathematics Stack Exchange · on “What problems can we solve using linear algebra?”

My favorite application of linear algebra is in computer graphics. Using eigenvalue decomposition allows for quick computation of large powers of matrices. In computer graphics, things like 3D models and plants are modeled using triangles all stuck together, and then they're smoothed out using a process involving taking large powers of matrices. Linear algebra makes this very quick, which allows us to play 3D games at a reasonable rate!! For more description, see this video [this video] :)