Abstract:
The quadrilateral subdivision surface parameterization algorithm is widely used in the gaming and film industry. However, current algorithms do not effectively balance the speed and quality of parameterization. To tackle this problem, a B-spline-based subdivision surface parameterization algorithm is proposed. In this algorithm, the input subdivision surface is first transformed into a piecewise B-spline surface. Then, the spline surface is parameterized section by section using optimized geometric distortion. In cases where the subdivision surface has numerous subdivisions, the algorithm utilizes patch concatenation to parameterize the merged surface. Unlike grid-based parameterization algorithms that are defined in the piecewise linear space, the proposed algorithm reduces the number of control grids used as optimization variables. This approach results in a parameterization mapping defined in the spline space, ensuring
C2 continuity within each patch. Compared to existing algorithms, the algorithm demonstrates faster convergence, lower overall distortion in parameterization results, effective reduction of seam count through merging strategies, and improved quality of the parameterization outcomes.