5. Conclusions
Mesh subdivision is widely known in computer graphics as a technique for creating smooth surfaces with arbitrary topology by repeatedly refining an initial base mesh with simple local rules. In this paper we show that subdivision can also be used to construct barycentric coordinates with favourable properties. While the theory developed in Section 2 is general and works for a large class of subdivision schemes, we believe that Loop subdivision is the method of choice, for two reasons. On the one hand, it is simple and comes with well-understood boundary rules and exact evaluation routines. On the other hand, our examples confirm that the main shape of the limit coordinate functions b∞ i is dictated by the initial functions b0 i , and we do not expect other subdivision schemes to yield qualitatively better results. However, it still remains future work to develop a strategy for constructing initial triangulations T0, for which it can be formally proven that the refined triangulations Tk are regular in the interior, even in the limit. Note that this problem is not restricted to the construction of well-defined Loop coordinates, as it addresses the general question under which conditions the two-dimensional Loop mapping v: → is bijective. Another direction for future work is the extension of our approach to 3D by using volumetric subdivision schemes (Chang et al., 2002; Schaefer et al., 2004).