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Smooth

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Hey guys, Do you know an algorithm to smooth an object with non-uniform faces(different size) but able to generate a result with fixed size faces? The only algorithm I see for this stuff is tesselation carring on subdividing edges until anyone is smaller than a specified size. However, it should be possible to convert this uniform vertex list into a patch of fixed size quad. Arno.

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In the graphics APIs you have NURBS and custom shaders. These can produce pixel-level accuracy for rendering curves and surfaces but have a slight performance overhead. The benefit is that they don't compute much more than they need and they are computed at runtime.

If you are precomputing, then I believe the only viable option is a subdivided surface as you described.

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