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mesh algorithms

Catmull-Clark subdivision surface

Smooth a polygon cage into a quad mesh by Catmull-Clark subdivision, with B-spline boundary rules and fixed boundary corners. Use it to turn low-poly blockouts into smooth organic shapes.

Recorded render of Catmull-Clark subdivision surface

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • catmull_clark_subdivision.py
  • component.json
  • example.gltf
  • meshkit.py
  • preview.png
  • test_package.py
  • verification/native.json

How it works

Entry points
catmull_clark, cage, build, main
Parameters
cage, levels
Complexity
O(4^levels * F)
Axes
+Y up, metres

Recorded checks

godot 4.7.2.stable.official.ed1daf0bf

  • generator_runs_system_python
  • generator_runs_verifier_python
  • gltf_strict_structure
  • interpreters_agree
  • example_matches_generator
  • godot_headless_gltf_load
  • godot_compatibility_render

Limits to consider

No crease or corner sharpness tags beyond fixed valence-two boundary corners. Faces may be triangles, quads or larger polygons, but non-manifold edges (three or more faces) are treated as boundary midpoints. Output quads are generally not planar and are split along their shorter diagonal on export. Positions follow the standard rules; the limit surface is not evaluated.