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In this final chapter of Part 2, I would like to introduce the topic of adaptive subdivision. In the previous chapters, curves were rendered using uniform subdivision. Each curve was made up of a number of line segments built with vertices spaced uniformly over the entire parametric interval. In areas where the curve is very flat, some vertices may be redundant. In areas with a lot of curvature, there might not be enough vertices to achieve a smooth curve. Adaptive subdivision is a method of placing vertices where they are needed most. The primary purpose of adaptive subdivision is to subdivide the curve at the drawing stage to produce more efficient rendering results while maintaining visual results. In general, this is advantageous for games because more efficiency means better performance. In this chapter, I will discuss the following topics.
Simple adaptive subdivision for rendering curves
A visual comparison between uniform and adaptive subdivision
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