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Real-Time Adaptive Catmull-Clark Subdivision in Unity

  • Photo du rédacteur: Thomas Deliot
    Thomas Deliot
  • 25 juil.
  • 1 min de lecture

Dernière mise à jour : il y a 3 jours

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Back in 2021 while I was at Unity Labs, I worked with Jonathan Dupuy on a method to achieve real-time and adaptive catmull-clark subdivision of meshes on the GPU. The method is described in detail in our subsequent presentation at SIGGRAPH in 2022 here :


During this research and at the request of interested Unity customers, I integrated this work in Unity as an easy to use, plug-and-play package that acts as a simple variant of Unity's MeshRenderer component. I'm happy to say this work has now been open sourced by Unity. The package is available here :


Thanks to Studio Manette for pushing to get this work released publically and using it in their work, and many thanks to Kenneth Vanhoey at Unity for making it happen !

 
 
 

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