Here we describe a series of developments that were required in
order for subdivision surfaces to meet the demands of high-end
production. First, we devised a practical technique for
constructing provably smooth variable-radius fillets and blends.
Second, we developed methods for using subdivision surfaces in
clothing simulation including a new algorithm for efficient
collision detection. Third, we developed a method for
constructing smooth scalar fields on subdivision surfaces, thereby
enabling the use of a wider class of programmable shaders. These
developments, which were used extensively in our recently
completed short film Geri's game, have become a highly
valued feature of our production environment.
Available in the Proceedings of SIGGRAPH 1998.