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Forex trade is skyrocketing with a multitude of traders, margin brokers, Forex trading websites and many more. This has facilitated many newbie to excel in this business. This is now turning to be one among the most profitable home based business. Foreign exchange trade is risky and it requires various factors and proven methodologies to make a profit.Bforex.com support the traders by providing trading methods which serves as the turn key for success. The trader must monitor the market for high probability real time buy. He must be well aware of the changing market trends to sell opportunities.
Trading alerts much reach the trader on time so as to interpret it and make use of it for foreign exchange trade. Bforex.com renders trading alerts for its customers and facilitates them to take an appropriate decision on time. We provide a wonderful opportunity to make use of the world's leading trading platforms. All accounts from Bforex.com have its own benefits. We provide a perfect platform for all types of investors. Bforex gives an instant trade execution as well as one-click trading. The wide range of currency pairs, commodities and CFDs are available with Bforex. We also provide Meta trader 4 accounts, the most popular trading platform. The demo accounts helps the traders to try out trading with out loses. This helps you to tackle the trading strategies that help to make your business a successful one.
Our award winning Forex trading service and its derivatives had been the preferred choice of many across the globe since years.Bforex.com. provides training sessions for newbie. We provide 24 hour personal account managers to help our customers. Our business includes industry leading promotions and bonuses for our clients.Bforex.com help you to do foreign exchange trade with the support of professional experts. This site is designed for people who are not experts in foreign exchange trade.
Bforex.com provides all the tools, information and technical support to make a profitable trade. Forex academy provides information on foreign exchange trade. The different trading platforms provide a unique experience for the customers. Mobile applications are also available to download to make the trade easier on the go. Registering with Bforex.com. is easy. The trader needs to provide some basic information like name, e mail address and phone number. You can start trading after registration. While registering with us, we will provide a foreign exchange expert for assisting you.
Bforex.com is ideal for both amateurs and professionals in foreign exchange trade. This is in fact a fine platform even for brokers who wish to trade for their clients. We provide advanced CRM software, manpower solutions and lot more.Bforex.com has partnership with many small and large companies who need to enter foreign exchange trade. The website also provides information on foreign exchange technical and fundamental analysis. We also provide videos on Forex news that helps traders in different ways. The various currency charts and visit blogs by experts make this an ideal choice for the traders. Bforex.com provides cutting edge technology for Forex trading.
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Pretty Little Liars actress Lucy Hale has nabbed the cover of Cosmopolitan magazine's September issue. The 22-year-old who earned the Teen Choice Award for her role as Aria on the hit ABC Family show opens up about having an eating disorder, the pressures of fitting the ideals of Hollywood and her relationship with Secret Circle actor Chris Zylka.
On her eating disorder: "I've never really talked about this, but I would go days without eating. Or maybe I'd have some fruit and then go to the gym for three hours. I knew I had a problem…It was a gradual process but I changed myself."
On her instant attraction to boyfriend, actor Chris Zylka: "I was like 'holy crap you're gorgeous!'…It was like no one else was there. We couldn't stop talking."
Hale, who enjoys singing, has inked a deal with Hollywood Records to release a country album. On the cover of the Cosmo September issue, she bears her midriff wearing a yellow utility shirt tied at the bust and lowrise light rinse jeans. Check out details and more photos from the issue at www.cosmopolitan.com.
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"Love Letters" themed pattern collection, available on Society6. Look closely at the smaller scale pattern to spot two little birds in Never Far Away. The larger scale pattern in coordinating colors is Always Near.
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Jennifer Hawkins isn't the only one with long legs
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Objects intended for ritual use by priests of Esoteric Buddhism include the bell "to awaken the seeds of enlightenment" and the weapon "to destroy human lusts and desires." Characteristically, they are executed with stylized ornamentation of scrolling lotus petals, floral scroll patterns, and auspicious Sanskrit symbols. The proper ghanta and vajra forms and decoration, along with their role in the rituals, were a matter of secret knowledge passed down from generation to generation of teacher to follower.
Catalogue Description:
Vajra ritual object Double five-pronged vajra (go-ko) with three flames on each prong except central one. Central grip consists of two bands of bound lotus petals. Vajra is a Sanskrit term for a lightning bolt. It is carried as a weapon by various Hindu and Buddhist deities. In esoteric Buddhism, the vajra is a central emblem because the pure energy of lightning delivers a swift, powerful, and precise blow that shatters what it touches, much as enlightenment can deliver a swift, powerful, and precise blow that shatters ignorance and other forces of darkness. In ancient India, the vajra was depicted as a forked weapon. The more elaborate form shown here developed later in India and became the standard depiction of the vajra throughout Buddhist Asia. Condition: Good, except has been cleaned recently (patina removed)


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Worldwide natural gas vehicle sales to total 37.2 million from 2014-2024, says Navigant
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Almost every country witnessed a rise in projector sales in 2014, with volumes for the year up 8% on year to 8.3 million units. The market benefitted from several factors: strong...
Worldwide semiconductor sales to rise 5% in 2015, says Gartner
Jan 19, 10:49
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Worldwide semiconductor capital spending to increase 0.8% in 2015, says Gartner
Jan 19, 10:43
Despite strong growth of 12.9% in 2014, worldwide semiconductor capital spending is projected to only grow 0.8% to US$65.7 billion in 2015, according to Gartner.
Worldwide PC shipments grow 1% in 4Q14, says Gartner
Jan 15, 16:12
Worldwide PC shipments totaled 83.7 million units in the fourth quarter of 2014, a 1% increase from the fourth quarter of 2013, according to Gartner. These results indicate a slow,...
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This Digitimes Research Special Report provides a 2015 forecast for the global tablet market and analyzes the strategies of key market players such as Google, Apple, Intel, and Microsoft.
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Several Utah players are playing summer ball in collegiate leagues around the country.
Utah pitcher Bret Helton was selected on the second day of the 2015 MLB Draft on Tuesday. Helton was selected in the ninth round, going as the 277th overall selection to the Pittsburgh Pirates.
Eight Utah baseball players have been named to the 2015 Pac-12 Baseball All-Academic teams, led by sophomore first-team selection Josh Rose.
Former Utah baseball pitcher Tyler Wagner was called up by the Milwaukee Brewers and is slated to make his major league debut on Sunday, May 31, against the Arizona Diamondbacks.
Utah freshman pitcher Jayson Rose has been named as an honorable mention All-Pac-12 selection, as chosen by the Pac-12 head coaches.
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How did three Danes end up being tortured in Lebanon?
What a crisis has done to the people of Greece
Yasmine Ryan | 27 Dec 2011 12:26 GMT | Politics, Saudi Arabia, Tunisia
In 2011, Tunisians managed to overthrow the ruling government, inspire uprisings across the region and launch their country on the fast track to democracy.
The small north African nation set an astounding tempo for 2011, bringing revolutionary fervour back to the Arab world with a gusto that had been largely absent from the region since the anti-colonial revolts of the 1950s and '60s.
Zine El Abidine Ben Ali's repressive government may have been in power for three long decades, but the country was better known as a favoured destination for bargain-hungry European tourists than for the human rights abuses committed by the ruling elite.
In a few short weeks, Tunisians shattered all the clichés.
The Tunisian uprising was triggered when a young fruit vendor, Mohamed Bouazizi, set himself alight in the marginalised town of Sidi Bouzid on December 17. In January, it snowballed from a local rebellion into a nationwide movement.
In the New Year, the uprising caught the attention of the international cyberactivist collective Anonymous, which launched 'Operation Tunisia' on January 2 in a bid to capture the world media's attention.
Bouazizi's death from his burns on January 4 struck a further blow to Ben Ali's efforts to cling to power.
Likewise, the national lawyers' union was a driving force in the uprising, with its members standing side-by-side, the country's youth began to demand social justice and political freedom. The overwhelming majority of Tunisia's lawyers joined a nationwide strike on January 6, denouncing the security forces' violent repression of the protests.
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The worst atrocities of the uprising happened in the central towns of Kasserine and Thala, when security forces slew dozens of protesters in the streets.
Images of the dead - shared on Facebook, Twitter and aired on satellite television channels including, Al Jazeera - shocked Tunisians who had until then kept their dissent to themselves. Thousands joined a historic march in the capital on January 13, on Avenue Habib Bourguiba.
In response to the protests, Ben Ali spoke on national television that night. "Enough firing of real bullets. I refuse to see new victims fall," he said. Minutes after his speech, more protesters were shot.
By January 14, as crucial members of his own security personnel turned against him, accompanied by his much-despised wife, Leila Traboulsi, Ben Ali tried to escape to Paris, but found his former allies in Paris refusing to welcome him. Instead, he sought refuge in Saudi Arabia.
Although Tunisian protesters ousted their leader with far greater ease than would be the case elsewhere in the region, the uprising was hardly bloodless.
At least 219 people were killed and hundreds more injured at the hands of the security forces, according to a UN investigative panel.
Politically, much has changed. By October, the country went to polls for what was widely hailed as the country's first genuinely democratic election, with Ennahdha, the moderate Islamist party, emerging as the winner. Moncef Marzouki, a longtime rights activist and outspoken critic of the former president, is now the president of Tunisia.
But as the year draws to a close, many Tunisians say they will only judge the uprising as a success when they achieve the economic and social changes for which they took to the streets.
Source: Al Jazeera
A year after Mohammed Bouazizi set himself alight, little has improved in the town where the Arab Awakening began.
Politics, Tunisia
Poor economic policies have led to widespread distress as Tunisia's youth take their frustrations to the streets.
Egypt, France, Italy, Libya, Tunisia
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Business & Economy, Europe, Greece
Can Afghan archaeologists take on the Chinese and the Taliban to save a 5,000-year-old archaeological site?
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In war-torn Afghanistan it is not the Taliban that poses the greatest threat to women - it is their own families.
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After decades of tension and hostility between the two nations, has change finally come to US-Cuba relations?


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VIEWS: 26 PAGES: 10 CATEGORY: Other POSTED ON: 8/5/2012 Public Domain
Animation is the rapid display of a sequence of images to create an illusion of movement. The most common method of presenting animation is as a motion picture or video program, although there are other methods. This type of presentation is usually accomplished with a camera and a projector or a computer viewing screen which can rapidly cycle through images in a sequence. Animation can be made with either hand rendered art, computer generated imagery, or three-dimensional objects, e.g. puppets or clay figures, or a combination of techniques. The position of each object in any particular image relates to the position of that object in the previous and following images so that the objects each appear to fluidly move independently of one another. The viewing device displays these images in rapid succession, usually 24, 25 or 30 frames per second.
Subdivision Surfaces in Character Animation Tony DeRose Michael Kass Tien Truong Pixar Animation Studios Figure 1: Geri. Abstract ing provably smooth variable-radius fillets and blends. Second, we developed methods for using subdivision surfaces in clothing sim- The creation of believable and endearing characters in computer ulation including a new algorithm for efficient collision detection. graphics presents a number of technical challenges, including the Third, we developed a method for constructing smooth scalar fields modeling, animation and rendering of complex shapes such as on subdivision surfaces, thereby enabling the use of a wider class heads, hands, and clothing. Traditionally, these shapes have been of programmable shaders. These developments, which were used modeled with NURBS surfaces despite the severe topological re- extensively in our recently completed short film Geri's game, have strictions that NURBS impose. In order to move beyond these re- become a highly valued feature of our production environment. strictions, we have recently introduced subdivision surfaces into our production environment. Subdivision surfaces are not new, but their CR Categories: I.3.5 [Computer Graphics]: Computational Ge- use in high-end CG production has been limited. ometry and Object Modeling; I.3.3 [Computer Graphics]: Pic- Here we describe a series of developments that were required ture/Image Generation. in order for subdivision surfaces to meet the demands of high-end production. First, we devised a practical technique for construct- 1 Motivation The most common way to model complex smooth surfaces such as those encountered in human character animation is by using a patchwork of trimmed NURBS. Trimmed NURBS are used pri- marily because they are readily available in existing commercial systems such as Alias-Wavefront and SoftImage. They do, how- ever, suffer from at least two difficulties: 1. Trimming is expensive and prone to numerical error. 2. It is difficult to maintain smoothness, or even approximate smoothness, at the seams of the patchwork as the model is (a) (b) Figure 2: The control mesh for Geri's head, created by digitizing a full-scale model sculpted out of clay. (c) (d) animated. As a case in point, considerable manual effort was Figure 3: Recursive subdivision of a topologically complicated required to hide the seams in the face of Woody, a principal mesh: (a) the control mesh; (b) after one subdivision step; (c) after character in Toy Story. two subdivision steps; (d) the limit surface. Subdivision surfaces have the potential to overcome both of these problems: they do not require trimming, and smoothness of the model is automatically guaranteed, even as the model animates. animation of clothing, however, poses its own difficulties which we The use of subdivision in animation systems is not new, but for a address in Section 4. First, it is necessary to express the energy variety of reasons (several of which we address in this paper), their function of the clothing on subdivision meshes in such a way that use has not been widespread. In the mid 1980s for instance, Sym- the resulting motion does not inappropriately reveal the structure bolics was possibly the first to use subdivision in their animation of the subdivision control mesh. Second, in order for a physical system as a means of creating detailed polyhedra. The LightWave simulator to make use of subdivision surfaces it must compute col- 3D modeling and animation system from NewTek also uses subdi- lisions very efficiently. While collisions of NURBS surfaces have vision in a similar fashion. been studied in great detail, little work has been done previously This paper describes a number of issues that arose when we with subdivision surfaces. added a variant of Catmull-Clark [2] subdivision surfaces to our Having modeled and animated subdivision surfaces, some animation and rendering systems, Marionette and RenderMan [17], formidable challenges remain before they can be rendered. The respectively. The resulting extensions were used heavily in the cre- topological freedom that makes subdivision surfaces so attractive ation of Geri (Figure 1), a human character in our recently com- for modeling and animation means that they generally do not pleted short film Geri's game. Specifically, subdivision surfaces admit parametrizations suitable for texture mapping. Solid tex- were used to model the skin of Geri's head (see Figure 2), his hands, tures [12, 13] and projection textures [9] can address some pro- and his clothing, including his jacket, pants, shirt, tie, and shoes. duction needs, but Section 5.1 shows that it is possible to go a good In contrast to previous systems such as those mentioned above, deal further by using programmable shaders in combination with that use subdivision as a means to embellish polygonal models, our smooth scalar fields defined over the surface. system uses subdivision as a means to define piecewise smooth sur- The combination of semi-sharp creases for modeling, an appro- faces. Since our system reasons about the limit surface itself, polyg- priate and efficient interface to physical simulation for animation, onal artifacts are never present, no matter how the surface animates and the availability of scalar fields for shading and rendering have or how closely it is viewed. made subdivision surfaces an extremely effective tool in our pro- The use of subdivision surfaces posed new challenges through- duction environment. out the production process, from modeling and animation to ren- dering. In modeling, subdivision surfaces free the designer from worrying about the topological restrictions that haunt NURBS mod- 2 Background elers, but they simultaneously prevent the use of special tools that have been developed over the years to add features such as variable A single NURBS surface, like any other parametric surface, is lim- radius fillets to NURBS models. In Section 3, we describe an ap- ited to representing surfaces which are topologically equivalent to proach for introducing similar capabilities into subdivision surface a sheet, a cylinder or a torus. This is a fundamental limitation for models. The basic idea is to generalize the infinitely sharp creases any surface that imposes a global planar parameterization. A single of Hoppe et. al. [10] to obtain semi-sharp creases – that is, creases subdivision surface, by contrast, can represent surfaces of arbitrary whose sharpness can vary from zero (meaning smooth) to infinite. topology. The basic idea is to construct a surface from an arbitrary Once models have been constructed with subdivision surfaces, polyhedron by repeatedly subdividing each of the faces, as illus- the problems of animation are generally easier than with corre- trated in Figure 3. If the subdivision is done appropriately, the limit sponding NURBS surfaces because subdivision surface models are of this subdivision process will be a smooth surface. seamless, so the surface is guaranteed to remain smooth as the Catmull and Clark [2] introduced one of the first subdivision model is animated. Using subdivision surfaces for physically-based schemes. Their method begins with an arbitrary polyhedron called the control mesh. The control mesh, denoted M 0 (see Figure 3(a)), is subdivided to produce the mesh M 1 (shown in Figure 3(b)) by splitting each face into a collection of quadrilateral subfaces. A face having n edges is split into n quadrilaterals. The vertices of M 1 are computed using certain weighted averages as detailed be- low. The same subdivision procedure is used again on M 1 to pro- duce the mesh M 2 shown in Figure 3(c). The subdivision surface is defined to be the limit of the sequence of meshes M 0 ; M 1 ; ::: created by repeated application of the subdivision procedure. To describe the weighted averages used by Catmull and Clark it is convenient to observe that each vertex of M i+1 can be associated with either a face, an edge, or a vertex of M i ; these are called face, edge, and vertex points, respectively. This association is indicated in Figure 4 for the situation around a vertex v0 of M 0 . As indicated in the figure, we use f 's to denote face points, e's to denote edge points, and v's to denote vertex points. Face points are positioned Figure 5: Geri's hand as a piecewise smooth Catmull-Clark surface. at the centroid of the vertices of the corresponding face. An edge Infinitely sharp creases are used between the skin and the finger point eij+1 , as indicated in Figure 4 is computed as nails. vi + eij + f i+1 + f i+1 j,1 eij+1 = j ; (1) 4 where subscripts are taken modulo the valence of the central vertex v0 . (The valence of a vertex is the number of edges incident to it.) Finally, a vertex point vi is computed as n,2 i 1 vi+1 = v+ 2 ∑ eij + n2 ∑ f ij+1 1 (2) n n j j Vertices of valence 4 are called ordinary; others are called extraor- dinary. v0 e0 e0 e1 3 3 Figure 6: A surface where boundary edges are tagged as sharp and n v1 f1 boundary vertices of valence two are tagged as corners. The control f1 n 2 e1 1 mesh is yellow and the limit surface is cyan. e1 f1 1 2 e0 2 e0 1 Following Hoppe et. al. [10] it is possible to modify the subdivi- sion rules to create piecewise smooth surfaces containing infinitely sharp features such as creases and corners. This is illustrated in Figure 5 which shows a close-up shot of Geri's hand. Infinitely sharp creases were used to separate the skin of the hand from the Figure 4: The situation around a vertex v0 of valence n. finger nails. Sharp creases can be modeled by marking a subset of the edges of the control mesh as sharp and then using specially These averaging rules — also called subdivision rules, masks, or designed rules in the neighborhood of sharp edges. Appendix A stencils — are such that the limit surface can be shown to be tangent describes the necessary special rules and when to use them. plane smooth no matter where the control vertices are placed [14, Again following Hoppe et. al., we deal with boundaries of the 19].1 control mesh by tagging the boundary edges as sharp. We have also Whereas Catmull-Clark subdivision is based on quadrilaterals, found it convenient to tag boundary vertices of valence 2 as corners, Loop's surfaces [11] and the Butterfly scheme [6] are based on tri- even though they would normally be treated as crease vertices since angles. We chose to base our work on Catmull-Clark surfaces for they are incident to two sharp edges. We do this to mimic the behav- two reasons: ior of endpoint interpolating tensor product uniform cubic B-spline surfaces, as illustrated in Figure 6. 1. They strictly generalize uniform tensor product cubic B- splines, making them easier to use in conjunction with exist- ing in-house and commercial software systems such as Alias- 3 Modeling fillets and blends Wavefront and SoftImage. 2. Quadrilaterals are often better than triangles at capturing the As mentioned in Section 1 and shown in Figure 5, infinitely sharp symmetries of natural and man-made objects. Tube-like sur- creases are very convenient for representing piecewise-smooth sur- faces — such as arms, legs, and fingers — for example, can faces. However, real-world surfaces are never infinitely sharp. The be modeled much more naturally with quadrilaterals. corner of a tabletop, for instance, is smooth when viewed suffi- ciently closely. For animation purposes it is often desirable to cap- 1 Technical caveat for the purist: The surface is guaranteed to be smooth ture such tightly curved shapes. except for control vertex positions in a set of measure zero. To this end we have developed a generalization of the Catmull- Clark scheme to admit semi-sharp creases – that is, creases of con- arbitrary number of subdivision steps, followed by another set of trollable sharpness, a simple example of which is shown in Figure 7. rules that are applied to the limit. Smoothness therefore depends only on the second set of rules. Hybrid subdivision can be used to obtain semi-sharp creases by using infinitely sharp rules during the first few subdivision steps, followed by use of the smooth rules for subsequent subdivision steps. Intuitively this leads to surfaces that are sharp at coarse scales, but smooth at finer scales. Now the details. To set the stage for the general situation where the sharpness can vary along a crease, we consider two illustrative special cases. Case 1: A constant integer sharpness s crease: We subdivide s times using the infinitely sharp rules, then switch to the smooth rules. In other words, an edge of sharpness s é 0 is subdivided us- ing the sharp edge rule. The two subedges created each have sharp- (a) (b) ness s , 1. A sharpness s = 0 edge is considered smooth, and it stays smooth for remaining subdivisions. In the limit where s ! ∞ the sharp rules are used for all steps, leading to an infinitely sharp crease. An example of integer sharpness creases is shown in Fig- ure 7. A more complicated example where two creases of different sharpnesses intersect is shown in Figure 8. (c) (d) (a) (b) (e) Figure 7: An example of a semi-sharp crease. The control mesh for each of these surfaces is the unit cube, drawn in wireframe, where crease edges are red and smooth edges are yellow. In (a) the crease sharpness is 0, meaning that all edges are smooth. The sharpnesses (c) (d) for (b), (c), (d), and (e) are 1, 2, 3, and infinite, respectively. One approach to achieve semi-sharp creases is to develop subdi- Figure 8: A pair of crossing semi-sharp creases. The control mesh vision rules whose weights are parametrized by the sharpness s of for all surfaces is the octahedron drawn in wire frame. Yellow de- the crease. This approach is difficult because it can be quite hard notes smooth edges, red denotes the edges of the first crease, and to discover rules that lead to the desired smoothness properties of magenta denotes the edges of the second crease. In (a) the crease the limit surfaces. One of the roadblocks is that subdivision rules sharpnesses are both zero; in (b), (c), and (d) the sharpness of the around a crease break a symmetry possessed by the smooth rules: red crease is 4. The sharpness of the magenta crease in (b), (c), and typical smooth rules (such as the Catmull-Clark rules) are invariant (d) is 0, 2, and 4, respectively. under cyclic reindexing, meaning that discrete Fourier transforms can be used to prove properties for vertices of arbitrary valence (cf. Zorin [19]). In the absence of this invariance, each valence must Case 2: A constant, but not necessarily integer sharpness s: the currently be considered separately, as was done by Schweitzer [15]. main idea here is to interpolate between adjacent integer sharp- Another difficulty is that such an approach is likely to lead to a nesses. Let s and s" denote the floor and ceiling of s, respectively. zoo of rules depending on the number and configuration of creases Imagine creating two versions of the crease: the first obtained by through a vertex. For instance, a vertex with two semi-sharp creases subdividing s times using the sharp rules, then subdividing one ad- passing through it would use a different set of rules than a vertex ditional time using the smooth rules. Call the vertices of this first with just one crease through it. version v 0 ; v 1 ; :::. The second version, the vertices of which we Our approach is to use a very simple process we call hybrid sub- denote by v"0 ; v"1 ; :::, is created by subdividing s" times using the division. The general idea is to use one set of rules for a finite but sharp rules. We take the s"-times subdivided semi-sharp crease to Figure 9: A simple example of a variable sharpness crease. The Figure 10: A more complex example of variable sharpness creases. edges of the bottom face of the cubical control mesh are infinitely This model, inspired by an Edouard Lanteri sculpture, contains nu- sharp. Three edges of the top face form a single variable sharpness merous variable sharpness creases to reduce the size of the control crease with edge sharpnesses set to 2 (the two magenta edges), and mesh. The control mesh for the model made without variable sharp- 4 (the red edge). ness creases required 840 faces; with variable sharpness creases the face count dropped to 627. Model courtesy of Jason Bickerstaff. s" have vertex positions vi computed via simple linear interpolation: 4.1 Energy functional vs" = 1 , σ v i " i +σv i (3) For physical simulation, the basic properties of a material are gen- where σ = s , s = s" ,s . Subsequent subdivisions are done us- erally specified by defining an energy functional to represent the ing the smooth rules. In the case where all creases have the same attraction or resistance of the material to various possible deforma- non-integer sharpness s, the surface produced by the above process tions. Typically, the energy is either specified as a surface integral is identical to the one obtained by linearly interpolating between or as a discrete sum of terms which are functions of the positions of " the integer sharpness limit surfaces corresponding to s and s . Typ- surface samples or control vertices. The first type of specification ically, however, crease sharpnesses will not all be equal, meaning typically gives rise to a finite-element approach, while the second that the limit surface is not a simple blend of integer sharpness sur- is associated more with finite-difference methods. faces. Finite-element approaches are possible with subdivision sur- The more general situation where crease sharpness is non-integer faces, and in fact some relevant surface integrals can be computed and varies along a crease is presented in Appendix B. Figure 9 de- analytically [8]. In general, however, finite-element surface in- picts a simple example. A more complex use of variable sharpness tegrals must be estimated through numerical quadrature, and this is shown in Figure 10. gives rise to a collection of special cases around extraordinary points. We chose to avoid these special cases by adopting a finite- difference approach, approximating the clothing with a mass-spring 4 Supporting cloth dynamics model [18] in which all the mass is concentrated at the control points. The use of simulated physics to animate clothing has been widely Away from extraordinary points, Catmull-Clark meshes under discussed in the literature (cf. [1, 5, 16]). Here, we address the subdivision become regular quadrilateral grids. This makes them issues that arise when interfacing a physical simulator to a set of ideally suited for representing woven fabrics which are also gen- geometric models constructed out of subdivision surfaces. It is not erally described locally by a gridded structure. In constructing the our intent in this section to detail our cloth simulation system fully energy functions for clothing simulation, we use the edges of the – that would require an entire paper of its own. Our goal is rather to subdivision mesh to correspond with the warp and weft directions highlight issues related to the use of subdivision surfaces to model of the simulated woven fabrics. both kinematic and dynamic objects. Since most popular fabrics stretch very little along the warp In Section 4.1 we define the behavior of the cloth material by or weft directions, we introduce relatively strong fixed rest-length constructing an energy functional on the subdivision control mesh. springs along each edge of the mesh. More precisely, for each edge If the material properties such as the stiffness of the cloth vary over from p1 to p2 , we add an energy term ks Es p1 ; p2 where the surface, one or more scalar fields (see Section 5.1) must be de- j p1 , p2 j 2 j p1 , p2 j , 1 fined to modulate the local energy contributions. In Section 4.2 we 1 describe an algorithm for rapidly identifying potential collisions in- Es p1 ; p2 = : (4) 2 volving the cloth and/or kinematic obstacles. Rapid collision detec- tion is crucial to achieving acceptable performance. Here, p1 and p2 are the rest positions of the two vertices, and ks is the corresponding spring constant. Finally, very short edges in the surface need not give rise to deep With only fixed-length springs along the mesh edges, the simu- branches in the tree, as they would using a volume-based method. lated clothing can undergo arbitrary skew without penalty. One way to prevent the skew is to introduce fixed-length springs along the It is a simple matter to construct a suitable surface-based data diagonals. The problem with this approach is that strong diagonal structure for a NURBS surface. One method is to subdivide the springs make the mesh too stiff, and weak diagonal springs allow s; t parameter plane recursively into an quadtree. Since each node the mesh to skew excessively. We chose to address this problem in the quadtree represents a subsquare of the parameter plane, a by introducing an energy term which is proportional to the product bounding box for the surface restricted to the subsquare can be of the energies of two diagonal fixed-length springs. If p1 and p2 constructed. An efficient method for constructing the hierarchy of are vertices along one diagonal of a quadrilateral mesh face and p3 boxes is to compute bounding boxes for the children using the con- and p4 are vertices along the other diagonal, the energy is given by vex hull property; parent bounding boxes can then be computed in a kd Ed p1 ; p2 ; p3 ; p4 where kd is a scalar parameter that functions bottom up fashion by unioning child boxes. Having constructed the analagously to a spring constant, and where quadtree, we can find all patches within ε of a point p as follows. We start at the root of the quadtree and compare the bounding box Ed p1 ; p2 ; p3 ; p4 = Es p1 ; p2 Es p3 ; p4 : (5) of the root node with a box of size 2ε centered on p. If there is no intersection, then there are no patches within ε of p. If there is The energy Ed p1 ; p2 ; p3 ; p4 reaches its minimum at zero when an intersection, then we repeat the test on each of the children and either of the diagonals of the quadrilateral face are of the original recurse. The recursion terminates at the leaf nodes of the quadtree, rest length. Thus the material can fold freely along either diago- where bounding boxes of individual subpatches are tested against nal, while resisting skew to a degree determined by kd . We some- the box around p. times use weak springs along the diagonals to keep the material from wrinkling too much. Subdivision meshes have a natural hierarchy for levels finer than With the fixed-length springs along the edges and the diagonal the original unsubdivided mesh, but this hierarchy is insufficient contributions to the energy, the simulated material, unlike real cloth, because even the unsubdivided mesh may have too many faces to can bend without penalty. To add greater realism to the simulated test exhaustively. Since there is there is no global s; t plane from cloth, we introduce an energy term that establishes a resistance to which to derive a hierarchy, we instead construct a hierarchy by bending along virtual threads. Virtual threads are defined as a se- "unsubdividing" or "coarsening" the mesh: We begin by forming quence of vertices. They follow grid lines in regular regions of the leaf nodes of the hierarchy, each of which corresponds to a face mesh, and when a thread passes through an extraordinary vertex of of the subdivision surface control mesh. We then hierarchically valence n, it continues by exiting along the edge bn=2c-edges away merge faces level by level until we finish with a single merged face in the clockwise direction. If p1 ; p2 ; and p3 are three points along corresponding to the entire subdivision surface. a virtual thread, the anti-bending component of the energy is given by k p E p p1 ; p2 ; p3 where The process of merging faces proceeds as follows. In order to create the `th level in the hierarchy, we first mark all non-boundary edges in the ` , 1st level as candidates for merging. Then until all E p p1 ; p2 ; p3 = 1 2 ëC p1 ; p2 ; p3 ,C p1 ; p2 ; p3 ë 2 (6) candidates at the `th level have been exhausted, we pick a candidate edge e, and remove it from the mesh, thereby creating a "superface" p3 , p2 p2 , p1 æ æ æ æ j p3 , p2 j , j p2 , p1 j æ C p1 ; p2 ; p3 = æ æ (7) f by merging the two faces f1 and f2 that shared e: The hierarchy æ is extended by creating a new node to represent f and making its children be the nodes corresponding to f1 and f2 . If f were to and p1 ; p2 ; and p3 are the rest positions of the three points. participate immediately in another merge, the hierarchy could be- By adjusting ks , kd and k p both globally and locally, we have come poorly balanced. To ensure against that possibility, we next been able to simulate a reasonably wide variety of cloth behavior. In remove all edges of f from the candidate list. When all the candi- the production of Geri's game, we found that Geri's jacket looked a date edges at one level have been exhausted, we begin the next level great deal more realistic when we modulated k p over the surface of by marking non-boundary edges as candidates once again. Hierar- the jacket in order to provide more stiffness on the shoulder pads, on chy construction halts when only a single superface remains in the the lapels, and in an area under the armpits which is often reinforced mesh. in real jackets. Methods for specifying scalar fields like k p over a subdivision surface are discussed in more detail in section 5.1. The coarsening hierarchy is constructed once in a preprocessing phase. During each iteration of the simulation, control vertex posi- 4.2 Collisions tions change, so the bounding boxes stored in the hierarchy must be updated. Updating the boxes is again a bottom up process: the cur- The simplest approach to detecting collisions in a physical simula- rent control vertex positions are used to update the bounding boxes tion is to test each geometric element (i.e. point, edge, face) against at the leaves of the hierarchy. We do this efficiently by storing with each other geometric element for a possible collision. With N geo- each leaf in the hierarchy a set of pointers to the vertices used to metric elements, this would take N 2 time, which is prohibitive for construct its bounding box. Bounding boxes are then unioned up large N. To achieve practical running times for large simulations, the hierarchy. A point can be "tested against" a hierarchy to find the number of possible collisions must be culled as rapidly as possi- all faces within ε of the point by starting at the root of the hierar- ble using some type of spatial data structure. While this can be done chy and recursively testing bounding boxes, just as is done with the in a variety of different ways, there are two basic strategies: we NURBS quadtree. can distribute the elements into a two-dimensional surface-based data structure, or we can distribute them into a three-dimensional We build a coarsening hierarchy for each of the cloth meshes, as volume-based data structure. Using a two-dimensional structure well as for each of the kinematic obstacles. To determine collisions has several advantages if the surface connectivity does not change. between a cloth mesh and a kinematic obstacle, we test each vertex First, the hierarchy can be fixed, and need not be regenerated each of the cloth mesh against the hierarchy for the obstacle. To deter- time the geometry is moved. Second, the storage can all be stati- mine collisions between a cloth mesh and itself, we test each vertex cally allocated. Third, there is never any need to rebalance the tree. of the mesh against the hierarchy for the same mesh. 5 Rendering subdivision surfaces Fortunately, the situation for subdivision surfaces is profoundly better than for polygonal models. As we prove in Appendix C, In this section, we introduce the idea of smoothly varying scalar smoothly varying texture coordinates result if the texture coordi- fields defined over subdivision surfaces and show how they can be nates s; t assigned to the control vertices are subdivided using used to apply parametric textures to subdivision surfaces. We then the same subdivision rules as used for the geometric coordinates describe a collection of implementation issues that arose when sub- x; y; z . (In other words, control point positions and subdivision can division surfaces and scalar fields were added to RenderMan. be thought of as taking place in a 5-space consisting of x; y; z; s; t coordinates.) This is illustrated in Figure 11(c), where the surface is treated as a Catmull-Clark surface with infinitely sharp bound- 5.1 Texturing using scalar fields ary edges. A more complicated example of parametric texture on a NURBS surfaces are textured using four principal methods: para- subdivision surface is shown in Figure 12. metric texture mapping, procedural texture, 3D paint [9], and solid As is generally the case in real productions, we used a combi- texture [12, 13]. It is straightforward to apply 3D paint and solid nation of texturing methods to create Geri: the flesh tones on his texturing to virtually any type of primitive, so these techniques head and hands were 3D-painted, solid textures were used to add can readily be applied to texture subdivision surfaces. It is less fine detail to his skin and jacket, and we used procedural texturing clear, however, how to apply parametric texture mapping, and more (described more fully below) for the seams of his jacket. generally, procedural texturing to subdivision surfaces since, unlike NURBS, they are not defined parametrically. The texture coordinates s and t mentioned above are each in- With regard to texture mapping, subdivision surfaces are more stances of a scalar field; that is, a scalar-valued function that varies akin to polygonal models since neither possesses a global s; t over the surface. A scalar field f is defined on the surface by as- parameter plane. The now-standard method of texture mapping signing a value fv to each of the control vertices v. The proof sketch a polygonal model is to assign texture coordinates to each of the in Appendix C shows that the function f p created through sub- vertices. If the faces of the polygon consist only of triangles and division (where p is a point on the limit surface) varies smoothly quadrilaterals, the texture coordinates can be interpolated across wherever the subdivision surface itself is smooth. the face of the polygon during scan conversion using linear or bi- linear interpolation. Faces with more than four sides pose a greater Scalar fields can be used for more than just parametric texture challenge. One approach is to pre-process the model by splitting mapping — they can be used more generally as arbitrary parameters such faces into a collection of triangles and/or quadrilaterals, us- to procedural shaders. An example of this occurs on Geri's jacket. ing some averaging scheme to invent texture coordinates at newly A scalar field is defined on the jacket that takes on large values for introduced vertices. One difficulty with this approach is that the points on the surface near a seam, and small values elsewhere. The texture coordinates are not differentiable across edges of the origi- procedural jacket shader uses the value of the this field to add the nal or pre-processed mesh. As illustrated in Figures 11(a) and (b), apparent seams to the jacket. We use other scalar fields to darken these discontinuities can appear as visual artifacts in the texture, Geri's nostril and ear cavities, and to modulate various physical especially as the model is animated. parameters of the cloth in the cloth simulator. We assign scalar field values to the vertices of the control mesh in a variety of ways, including direct manual assignment. In some cases, we find it convenient to specify the value of the field directly at a small number of control points, and then determine the rest by interpolation using Laplacian smoothing. In other cases, we spec- ify the scalar field values by painting an intensity map on one or more rendered images of the surface. We then use a least squares solver to determine the field values that best reproduce the painted intensities. (a) (b) (a) (b) Figure 12: Gridded textures mapped onto a bandanna modeled us- (c) (d) ing two subdivision surfaces. One surface is used for the knot, the other for the two flaps. In (a) texture coordinates are assigned uni- Figure 11: (a) A texture mapped regular pentagon comprised of formly on the right flap and nonuniformly using smoothing on the 5 triangles; (b) the pentagonal model with its vertices moved; (c) left to reduce distortion. In (b) smoothing is used on both sides and A subdivision surface whose control mesh is the same 5 triangles a more realistic texture is applied. in (a), and where boundary edges are marked as creases; (d) the subdivision surface with its vertices positioned as in (b). 5.2 Implementation issues we have removed two of the important obstacles to the use of subdi- vision surfaces in production. By developing an efficient data struc- We have implemented subdivision surfaces, specifically semi-sharp ture for culling collisions with subdivisions, we have made subdi- Catmull-Clark surfaces, as a new geometric primitive in Render- vision surfaces well suited to physical simulation. By developing a Man. cloth energy function that takes advantage of Catmull-Clark mesh Our renderer, built upon the REYES architecture [4], demands structure, we have made subdivision surfaces the surfaces of choice that all primitives be convertible into grids of micropolygons (i.e. for our clothing simulations. Finally, by introducing Catmull-Clark half-pixel wide quadrilaterals). Consequently, each type of prim- subdivision surfaces into our RenderMan implementation, we have itive must be capable of splitting itself into a collection of sub- shown that subdivision surfaces are capable of meeting the demands patches, bounding itself (for culling and bucketing purposes), and of high-end rendering. dicing itself into a grid of micropolygons. Each face of a Catmull-Clark control mesh can be associated with a patch on the surface, so the first step in rendering a Catmull- A Infinitely Sharp Creases Clark surface is to split it in into a collection of individual patches. The control mesh for each patch consists of a face of the control Hoppe et. al. [10] introduced infinitely sharp features such as mesh together with neighboring faces and their vertices. To bound creases and corners into Loop's surfaces by modifying the subdi- each patch, we use the knowledge that a Catmull-Clark surface lies vision rules in the neighborhood of a sharp feature. The same can within the convex hull of its control mesh. We therefore take the be done for Catmull-Clark surfaces, as we now describe. bounding box of the mesh points to be the bounding box for the Face points are always positioned at face centroids, independent patch. Once bounded, the primitive is tested to determine if it is of which edges are tagged as sharp. Referring to Figure 4, suppose diceable; it is not diceable if dicing would produce a grid with too the edge vi eij has been tagged as sharp. The corresponding edge many micropolygons or a wide range of micropolygon sizes. If point is placed at the edge midpoint: the patch is not diceable, then we split each patch by performing a subdivision step to create four new subpatch primitives. If the patch vi + eij is diceable, it is repeatedly subdivided until it generates a grid with eij+1 = : (8) 2 the required number of micropolygons. Finally, we move each of the grid points to its limit position using the method described in The rule to use when placing vertex points depends on the number Halstead et. al. [8]. of sharp edges incident at the vertex. A vertex with one sharp edge An important property of Catmull-Clark surfaces is that they is called a dart and is placed using the smooth vertex rule from give rise to bicubic B-splines patches for all faces except those in Equation 2. A vertex vi with two incident sharp edges is called a the neighborhood of extraordinary points or sharp features. There- crease vertex. If these sharp edges are eij vi and vi ei , the vertex point k fore, at each level of splitting, it is often possible to identify one or vi+1 is positioned using the crease vertex rule: more subpatches as B-spline patches. As splitting proceeds, more of the surface can be covered with B-spline patches. Exploiting eij + 6vi + ei vi+1 = k this fact has three advantages. First, the fixed 4 4 size of a B- : (9) spline patch allows for efficiency in memory usage because there 8 is no need to store information about vertex connectivity. Second, The sharp edge and crease vertex rules are such that an isolated the fact that a B-spline patch, unlike a Catmull-Clark patch, can be crease converges to a uniform cubic B-spline curve lying on the split independently in either parametric direction makes it possible limit surface. A vertex vi with three or more incident sharp edges to reduce the total amount of splitting. Third, efficient and well is called a corner; the corresonding vertex point is positioned using understood forward differencing algorithms are available to dice B- the corner rule spline patches [7]. vi+1 = vi (10) We quickly learned that an advantage of semi-sharp creases over infinitely sharp creases is that the former gives smoothly varying meaning that corners do not move during subdivision. See normals across the crease, while the latter does not. This implies Hoppe et. al. [10] and Schweitzer [15] for a more complete dis- that if the surface is displaced in the normal direction in a creased cussion and rationale for these choices. area, it will tear at an infinitely sharp crease but not at a semi-sharp Hoppe et. al. found it necessary in proving smoothness proper- one. ties of the limit surfaces in their Loop-based scheme to make further distinctions between so-called regular and irregular vertices, and they introduced additional rules to subdivide them. It may be nec- 6 Conclusion essary to do something similar to prove smoothness of our Catmull- Clark based method, but empirically we have noticed no anamolies Our experience using subdivision surfaces in production has been using the simple strategy above. extremely positive. The use of subdivision surfaces allows our model builders to arrange control points in a way that is natural to capture geometric features of the model (see Figure 2), without B General semi-sharp creases concern for maintaining a regular gridded structure as required by Here we consider the general case where a crease sharpness is al- NURBS models. This freedom has two principal consequences. lowed to be non-integer, and to vary along the crease. The follow- First, it dramatically reduces the time needed to plan and build an ing procedure is relatively simple and strictly generalizes the two initial model. Second, and perhaps more importantly, it allows the special cases discussed in Section 3. initial model to be refined locally. Local refinement is not possi- We specify a crease by a sequence of edges e1 ; e2 ; ::: in the con- ble with a NURBS surface, since an entire control point row, or trol mesh, where each edge ei has an associated sharpness ei :s. We column, or both must be added to preserve the gridded structure. associate a sharpness per edge rather than one per vertex since there Additionally, extreme care must be taken either to hide the seams is no single sharpness that can be assigned to a vertex where two or between NURBS patches, or to constrain control points near the more creases cross.2 seam to create at least the illusion of smoothness. By developing semi-sharp creases and scalar fields for shading, 2 In our implementation we do not allow two creases to share an edge. eb exists a parametrization S s; t for the surface in the neighborhood of p such that S 0; 0 = p, and such that the function f s; t is differ- ea eab ebc ec entiable and the derivative varies continuously in the neighborhood of 0; 0 . The characteristic map, introduced by Reif [14] and extended by Zorin [19], provides such a parametrization: the characteristic map allows a subdivision surface S in three space in the neighborhood of a point p on the surface to be written as Figure 13: Subedge labeling. S s; t = x s; t ; y s; t ; z s; t (12) During subdivision, face points are always placed at face cen- where S 0; 0 = p and where each of x s; t , y s; t , and z s; t is troids. The rules used when placing edge and vertex points are once differentiable if the surface is smooth at p. Since scalar fields determined by examining edge sharpnesses as follows: are subdivided according to the same rules as the x; y, and z coordi- nates of the control points, the function f s; t must also be smooth. æ An edge point corresponding to a smooth edge (i.e, e:s = 0) is computed using the smooth edge rule (Equation 1). Acknowledgments æ An edge point corresponding to an edge of sharpness e:s é= 1 is computed using the sharp edge rule (Equation 8). The authors would like to thank Ed Catmull for creating the Geri's game project, Jan Pinkava for creating Geri and for writing and di- æ An edge point corresponding to an edge of sharpness e:s é 1 is recting the film, Karen Dufilho for producing it, Dave Haumann and computed using a blend between smooth and sharp edge rules: Leo Hourvitz for leading the technical crew, Paul Aichele for build- specifically, let vsmooth and vsharp be the edge points computed ing Geri's head, Jason Bickerstaff for modeling most of the rest of using the smooth and sharp edge rules, respectively. The edge Geri and for Figure 10, and Guido Quaroni for Figure 12. Finally, point is placed at we'd like to thank the entire crew of Geri's game for making our 1 , e:s vsmooth + e:svsharp : work look so good. (11) æ A vertex point corresponding to a vertex adjacent to zero or References one sharp edges is computed using the smooth vertex rule (Equation 2). [1] David E. Breen, Donald H. House, and Michael J. Wozny. Predicting the drape of woven cloth using interacting parti- æ A vertex point corresponding to a vertex v adjacent to three cles. In Andrew Glassner, editor, Proceedings of SIGGRAPH or more sharp edge is computed using the corner rule (Equa- '94 (Orlando, Florida, July 24–29, 1994), Computer Graph- tion 10). ics Proceedings, Annual Conference Series, pages 365–372. ACM SIGGRAPH, ACM Press, July 1994. ISBN 0-89791- æ A vertex point corresponding to a vertex v adjacent to two 667-0. sharp edges is computed using the crease vertex rule (Equa- tion 9) if v:s 1, or a linear blend between the crease vertex [2] E. Catmull and J. Clark. Recursively generated B-spline sur- and corner masks if v:s é 1, where v:s is the average of the faces on arbitrary topological meshes. Computer Aided De- incidence edge sharpnesses. sign, 10(6):350–355, 1978. When a crease edge is subdivided, the sharpnesses of the result- [3] G. Chaikin. An algorithm for high speed curve generation. ing subedges is determined using Chaikin's curve subdivision algo- Computer Graphics and Image Processing, 3:346–349, 1974. rithm [3]. Specifically, if ea , eb , ec denote three adjacent edges of a crease, then the subedges eab and ebc as shown in Figure 13 have [4] Robert L. Cook, Loren Carpenter, and Edwin Catmull. The sharpnesses Reyes image rendering architecture. In Maureen C. Stone, editor, Computer Graphics (SIGGRAPH '87 Proceedings), eab :s = max ea :s + 3eb :s 4 , 1; 0 pages 95–102, July 1987. [5] Martin Courshesnes, Pascal Volino, and Nadia Magnenat ebc :s = 3e :s + ec :s max b 4 , 1; 0 Thalmann. Versatile and efficient techniques for simulating cloth and other deformable objects. In Robert Cook, editor, A 1 is subtracted after performing Chaikin's averaging to ac- SIGGRAPH 95 Conference Proceedings, Annual Conference count for the fact that the subedges (eab ; ebc ) are at a finer level than Series, pages 137–144. ACM SIGGRAPH, Addison Wesley, their parent edges (ea ; eb ; ec ). A maximum with zero is taken to August 1995. held in Los Angeles, California, 06-11 August keep the sharpnesses non-negative. If either ea or eb is infinitely 1995. sharp, then eab is; if either eb or ec is infinitely sharp, then ebc [6] Nira Dyn, David Leven, and John Gregory. A butterfly subdi- is. This relatively simple procedure generalizes cases 1 and 2 de- vision scheme for surface interpolation with tension control. scribed in Section 3. Examples are shown in Figures 9 and 10. ACM Transactions on Graphics, 9(2):160–169, April 1990. [7] James D. Foley, Andries van Dam, Steven K. Feiner, and C Smoothness of scalar fields John F. Hughes. Computer Graphics: Principles and Prac- tice. Prentice-Hall, 1990. In this appendix we wish to sketch a proof that a scalar field f is smooth as a function on a subdivision surface wherever the surface [8] Mark Halstead, Michael Kass, and Tony DeRose. Efficient, itself is smooth. To say that a function on a smooth surface S is fair interpolation using Catmull-Clark surfaces. Computer smooth to first order at a point p on the surface is to say that there Graphics, 27(3):35–44, August 1993. [9] Pat Hanrahan and Paul E. Haeberli. Direct WYSIWYG paint- ing and texturing on 3D shapes. In Forest Baskett, edi- tor, Computer Graphics (SIGGRAPH '90 Proceedings), vol- ume 24, pages 215–223, August 1990. [10] H. Hoppe, T. DeRose, T. Duchamp, M. Halstead, H. Jin, J. McDonald, J. Schweitzer, and W. Stuetzle. Piece- wise smooth surface reconstruction. Computer Graphics, 28(3):295–302, July 1994. [11] Charles T. Loop. Smooth subdivision surfaces based on trian- gles. Master's thesis, Department of Mathematics, University of Utah, August 1987. [12] Darwyn R. Peachey. Solid texturing of complex surfaces. In B. A. Barsky, editor, Computer Graphics (SIGGRAPH '85 Proceedings), volume 19, pages 279–286, July 1985. [13] Ken Perlin. An image synthesizer. In B. A. Barsky, edi- tor, Computer Graphics (SIGGRAPH '85 Proceedings), vol- ume 19, pages 287–296, July 1985. [14] Ulrich Reif. A unified approach to subdivision algorithms. Mathematisches Institute A 92-16, Universitaet Stuttgart, 1992. [15] Jean E. Schweitzer. Analysis and Application of Subdivision Surfaces. PhD thesis, Department of Computer Science and Engineering, University of Washington, 1996. [16] Demetri Terzopoulos, John Platt, Alan Barr, and Kurt Fleis- cher. Elastically deformable models. In Maureen C. Stone, editor, Computer Graphics (SIGGRAPH '87 Proceedings), volume 21, pages 205–214, July 1987. [17] Steve Upstill. The RenderMan Companion. Addison-Wesley, 1990. [18] Andrew Witkin, David Baraff, and Michael Kass. An intro- duction to physically based modeling. SIGGRAPH Course Notes, Course No. 32, 1994. [19] Denis Zorin. Stationary Subdivision and Multiresolution Sur- face Representations. PhD thesis, Caltech, Pasadena, 1997.
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Meliá Hotels International Names New Regional Director of Group Sales for Global Collection
Tuesday January 28th, 2014 - 4:39PM
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MIAMI—Meliá Hotels International has hired Brandi Ronk as director of group sales for its global collection of hotels and resorts, including Gran Melia, Melia, ME by Melia, Paradisus, Innside, Tryp and Sol Hotels.
Ronk will oversee groups, meetings, incentive sales and conventions as well as maintaining client relationships for Melia's national accounts. She will be responsible for the regions of Colorado, Kansas, Missouri, New Mexico, Texas, Oklahoma, Arkansas, Louisiana and Ohio.
Ronk has been in the industry since 1997 and has spent the last 15 years with American Express & Maritz Travel. Since 2009, she served as director of operations for Maritz Travel focusing on global clients and meetings.
Tags: Melia Hotels International • Brandi Ronk • Hospitality • Brands •
Social media… Everyone's doing it. Or are they? At the recent NYU International Hospitality Industry Investment Conference, the moderator of one of the sessions asked how many of the hotel executives on the panel were active on social media.
Palisades Hospitality Acquires the Colony Palms in Palm Springs, CA »
Carey Watermark Investors Purchases The Ritz-Carlton, Fort Lauderdale in JV
Mark Frissora Becomes President, CEO of Caesars Entertainment Corporation
Hampton Inn Opens in Manhattan's Times Square
HB ON THE SCENE: The New Influencers
HHM Completes Acquisition of Sheraton Miami Airport Conference Hotel
Canopy by Hilton Plans Hotel in Reykjavik
ARTIC Expands U.S. Portfolio With Acquisition of The St. Regis Washington, D.C.
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I've been playing around with AirBnb's Rendr using the app template they provided on GitHub.
In their example they connect to a RESTful API using HTTP Basic Auth. However in their code they provide the credentials for authentication directly on server startup like so:
$ BASIC_AUTH=githubusername:githubpassword grunt server
Now I'm asking myself if and how I can make this more dynamic, i.e. using the credentials a user has provided on the login of my client application or even use a different authentication schema, like OAuth for example?
Is this possible? Can someone provide an example?


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How they play: Month-by-month milestones
Discover the important play milestones in the first two years of your child's life. more
Toilet training is an area of raising toddlers that too many parents get in a knot about. While there are many toilet training steps and tips to take on the way to the amazing world of underpants, there are a few things you must always keep in mind while potty training a toddler.


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Can I use this without installing the bottom shelf? Or is the bottom shelf required for stability. Thank you.
it's a great item for what i need very sturdy and its simple and nice looking but i couldn't give it a 5 star because it did come in with some dents.....
Sportsman Series Stainless Steel Table
Perfect for your kitchen, garage, or work shed, this stainless-steel task table features durable construction and rounded edges for safety. The perfect height for cooking and working, this chrome-finished table can hold up to 330 pounds.
ITEM#: 14877768This Sportsman Series stainless steel work table is the perfect addition to your kitchen, garage, or basement. With its smooth stainless steel construction and rounded edges, this table is the perfect work surface for preparing cooking or craft projects. Bring the practical and stylish appeal of the modern industrial style into your home with this sleek and stylish Sportsman Series stainless steel table. Style meets function in this beautiful chrome-finished table with the addition of a storage shelf underneath the table surface, perfect for small kitchen appliances or project supplies.
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sturdy and look nice
it's a great item for what i need very sturdy and its simple and nice looking but i couldn't give it a 5 star because it did come in with some dents..Read More
Just what I wanted!
I needed a steel table to put my lapidairy equipment on and this table is perfect. It does have a few scratches in the finish, so it's good that I'm not using it in the kitchen. A few scratches won't matter in the shop. A little pricey for what I'm using it for, but still a good buy.Read More
worked out great to hold cookie ovenRead More
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The table itself is well-built. It arrived with a small scratch and a minor dent near one of its corners. Somewhat negligible, perhaps the carrier's responsibility?Read More
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Hello elliemental, the bottom shelf would need to be used. Have a great day!
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Will support 330# and the price is the lowest I've found online. Oh, don't forget free shipping!
perfect size and streamline look.
Can the bottom shelf be adjusted to any height?
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What gauge steel, how thick, and is it sound deadening? Example: 1 5/8
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Do the feet adjust like the bottom of the washer's feet in order to make sure it is level? My house is really old, and the floors aren't always completely even.
Nevermind! It clearly says adjustable in the description!
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Part One – Retrospective: Celebrating and Assessing the Past
The Church Is the Mission: Integrating the IMC with the WCC
Article first published online: 29 NOV 2011
DOI: 10.1111/j.1758-6631.2011.00070.x
Copyright © (2011) World Council of Churches
International Review of Mission
Special Issue: A Century of Ecumenical Missiology
Volume 100, Issue 2, pages 216–231, November 2011
Additional Information
How to Cite
Laing, M. (2011), The Church Is the Mission: Integrating the IMC with the WCC. International Review of Mission, 100: 216–231. doi: 10.1111/j.1758-6631.2011.00070.x
Publication History
- Issue published online: 29 NOV 2011
- Article first published online: 29 NOV 2011
- Abstract
- Article
- References
- Cited By
This article discusses the reasons for the integration of the International Missionary Council with the World Council of Churches and evaluates the outcome of integration and the role of the International Review of Mission/s in this process. It focuses particularly on the role played by a key figure in this process, Lesslie Newbigin, the last general secretary of the IMC and the first director of world mission and evangelism in the WCC.