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hkhaung committed Feb 28, 2024
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35 changes: 24 additions & 11 deletions homeworks/hw2/index.html
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Expand Up @@ -354,28 +354,42 @@ <h3>Task 3: Area-Weighted Vertex Normals</h3>
<div class="taskbox-outer" id="task-4">
<div class="taskbox-inner">
<div class="text-center taskdiv">
<h3>Task 4: _</h3>
<h3>Task 4: Edge Flip</h3>
</div>

<div class="text-start taskp mt-4 mb-5">
<p>summary</p>
<p>explain</p>
<p>
In this task, we implemented a remashing operation on an edge. This
operation flips an edge by changing its two endpoints, or vertices,
to another pair of vertices.
</p>
<p>
To implement this, we wrote down a list of all elements: half-edges,
vertices, edges, and faces in a simple mesh. The simple mesh
consists of two triangles glued together by a half-edge. This list
of elements represents what the elements were originally pointing to
before the flip operation. This list is important because it ensures
that we do not forget to reassign the pointers after the flip
operation. Finally, we perform the flip operation by changing the
given edge's two vertices to the other two vertices in the simple
mesh and reassigning all pointers.
</p>

<br />

<div align="middle">
<table style="width=100%">
<tr>
<td>
<img src="task3.png" align="middle" width="400px" />
<img src="task3.png" align="middle" width="360px" />
<figcaption class="figcaption" align="middle">
Teapot without shading (without vertex normals)
Teapot before any flip operation
</figcaption>
</td>
<td>
<img src="task3shading.png" align="middle" width="400px" />
<img src="task4.png" align="middle" width="400px" />
<figcaption class="figcaption" align="middle">
Teapot with shading
Teapot after some flip operations
</figcaption>
</td>
</tr>
Expand Down Expand Up @@ -517,10 +531,9 @@ <h3>Task 6: Loop Subdivision for Mesh Upsampling</h3>

<p>
After loop subdivision, sharp corners and edges become smoother
since the number of polygons in the mesh are increased. You cannot
reduce this effect by pre-splitting some edges because pre-splitting
creates new edges and therefore more polygons although less polygons
created compared to loop subdivision.
since the number of polygons in the mesh are increased. You can
reduce this effect by pre-splitting edges near the sharp corners and
edges.
</p>

<p>
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