Pixar's OpenSubdiv Initiative
By Neil Blevins
Created On: Aug 26th 2012
Updated On: Dec 10th 2024
Software: Any


This discussion gives a little history on Catmull Clark subdivision surfaces, how they are helpful, how they were folded into a initiative called Opensubdiv, and why all 3d apps need  to have this feature.

Back in 1978, Ed Catmull (former president of Pixar animation studios) and Jim Clark (founder of SGI and Netscape) came up with the Catmull-Clark subdivision method. This was a method for subdividing polygonal geometry (and subdividing any associated Uv sets) into smooth surfaces. Later, in 1998, Tony DeRose (now Director of R&D at Pixar) created a method for defining crease values on edges and vertexes as a way to allow for hard edges on a smooth surface. The method has in many ways revolutionized our way of modeling over the last decade, replacing nurbs as the go to method for modeling in the film industry.

The problem was this. While the base subdivision method from 1978 was freely available, the creasing, texture evaluation, and some other aspects were patented and available for license. But instead of licensing the technology, every major 3d package decided instead to either avoid these features or create their own versions when implementing subdiv surfaces, versions that were incompatible with everyone else's subdivision method. This wasn't a huge deal at the beginning, since maya folk tended to stay in maya, and 3dsmax folk tended to stay in max. But in today's modern pipeline, there's a lot more asset swapping between packages. All of a sudden, all of those incompatible subdivision methods weren't talking to each other, and moving an asset became an exercise in frustration (and artifacts).

Here's a good example of some of the artifacts one can get, in this case, moving a mudbox color map to 3dsmax...



Here's 3dsmax's incompatible creasing algorithm:



And here's the full Catmull-Clark version, notice how much nicer it is:



To avoid these sorts of compatibility issues, we needed all of the 3d apps to support Catmull Clark fully.

In Siggraph 2012, Pixar announced the "OpenSubdiv" initiative. This released to the public in open source fashion, a subdiv library that can be integrated into any 3d package. This is the actual code that Pixar uses, all of it, and the license terms include a free license to all the patents. Since then, this subdivision method has been implemented into most of the major 3d packages, sculpting packages and renderers, guaranteeing compatibility. We can finally move our assets between any of these packages without worrying about subdiv weirdness.

If you're a programmer, then the actual Open source may be of use to you here: https://graphics.pixar.com/opensubdiv/docs/intro.html

But if you're an artist, the main thing you can do is make sure your 3d app has open subdiv, and if so, use it, forgoing the other older subdivision methods that produce incompatible results (such as Turbosmooth or Meshsmooth in 3dsmax). While they are still there so you can open old files, using one unified subdivision method in every app is the only way to avoid issues when moving stuff back and forth.

A huge thanks to all those at Pixar who helped make this happen.


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