I coded loop subdivision and ran it on a cube with triangle faces. I noticed this:

enter image description here

I am using doubles to represent my vertex positions, I am not 100% sure these are caused by floating point imprecisions, but since the general shape looks ok I am not sure what else it could be.

Any suggestions on how to find the cause? My linear algebra library is glm and I am coding this in C++.

  • $\begingroup$ Is it easy to try with f32 and see if things get worse? $\endgroup$ – Daniel M Gessel Feb 17 '20 at 17:12
  • $\begingroup$ They don't it looks the same with floats $\endgroup$ – Makogan Feb 17 '20 at 18:07
  • $\begingroup$ You're not accidentally updating a source vertex position before it's been referenced by other vertex calculations are you? $\endgroup$ – Simon F Feb 19 '20 at 18:06
  • 1
    $\begingroup$ @SimonF I don't think I am, I can go and check again, but the algorithm first calculates all the new positions, stores them in a container, and only once the calculation loop is finished do I start the loop to update the positions. Also these artifacts only start to pop after the 4th ish iteration, the first 2-3 don't seem to exhibit any artifacts. $\endgroup$ – Makogan Feb 19 '20 at 18:27

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