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.