Overview

When I started off, my goal was simply to subdivide 3D meshes.

I wanted to add more geometry to simple meshes so that I could apply programmatic deformation like greebling and noise to give them increased detail and realism in procedurally and semi-procedurally-generated scenes.

It turns out that basic mesh subdivision is indeed very simple and can be implemented in a few dozen lines of code. However,

There are requirements stemming from how shading and 3D rendering work that quickly become apparent and make it a much more involved task.

It turns out that there’s a ton of nuance involved with subdividing and deforming 3D meshes while still making them render and shade nicely.

This post explores solutions to the various problems that occur during the whole subdivision…

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