Abstract
This chapter provides a quick overview of subdivision surface modeling, sculpting, and procedural modeling. Of the group, only procedural modeling remains unusual in industry, particularly in video games, but that is changing rapidly. For each of these methods, the quality of the final geometry is determined based on criteria already presented in Chap. 9. This is because polygons, no matter how they are generated, are still polygons.
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References
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Paquette, A. (2013). CG Modeling 3: Advanced. In: An Introduction to Computer Graphics for Artists. Springer, London. https://doi.org/10.1007/978-1-4471-5100-5_15
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DOI: https://doi.org/10.1007/978-1-4471-5100-5_15
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