Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 791443
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 14, 20262026-05-14T21:50:13+00:00 2026-05-14T21:50:13+00:00

I have a mesh defined by 4 points in 3D space. I need an

  • 0

I have a mesh defined by 4 points in 3D space. I need an algorithm which will subdivide that mesh into subdivisions of an arbitrary horizontal and vertical size. If the subdivision size isn’t an exact divisor of the mesh size, the edge pieces will be smaller.

All of the subdivision algorithms I’ve found only subdivide meshes into exact powers of 2. Does anyone know of one that can do what I want?

Failing that, my thoughts about a possible implementation is to rotate the mesh so that it is flat on the Z axis, subdivide in 2D and then translate back into 3D. That’s because my mind finds 3D hard 😉 Any better suggestions?

Using C# if that makes any difference.

  • 1 1 Answer
  • 2 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-14T21:50:14+00:00Added an answer on May 14, 2026 at 9:50 pm

    If you only have to work with a rectangle in 3D, then you simply need to obtain the two edge vectors and then you can generate all the interior points of the subdivided rectangle. For example, say your quad is defined by (x0,y0),...,(x3,y3), in order going around the quad. The edge vectors relative to point (x0,y0) are u = (x1-x0,y1-y0) and v = (x3-x0,y3-y0).

    Now, you can generate all the interior points. Suppose you want M edges along the first edge, and N along the second, then the interior points are just

    (x0,y0) + i/(M -1)* u + j/(N-1) * v
    

    where i and j go from 0 .. M-1 and 0 .. N-1, respectively. You can figure out which vertices need to be connected together by just working it out on paper.

    This kind of uniform subdivision works fine for triangular meshes as well, but each edge must have the same number of subdivided edges.

    If you want to subdivide a general mesh, you can just do this to each individual triangle/quad. This kind of uniform subdivision results in poor quality meshes since all the original flat facets remain flat. If you want something more sophisticated, you can look at Loop subidivision, Catmull-Clark, etc. Those are typically constrained to power-of-two levels, but if you research the original formulations, I think you can derive subdivision stencils for non-power-of-two divisions. The theory behind that is a bit more involved than I can reasonably describe here.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I have some code that generates a landscape, transforms it into a mesh and
Does DirectX 9 have a function that will stop or pause a mesh's animation
I have an irregular mesh which is described by two variables - a faces
As input I have a set of triangles that form concave mesh with holes.
Suppose we have some mesh (see the illustrating picture from CorelDraw, which uses the
I have a small tool that I use to convert some mesh files. The
I have an existing Silverlight 3 app that I want to add Live Mesh
I have a mesh generated from cloudpoint, which could be described as z =
I have a QGLWidget in which I am rendering a dynamic mesh. What I
I have a number of spherical longitude/latitude coordinates for points on a sphere that

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.