Skip to content
Go to file

Latest commit


Git stats


Failed to load latest commit information.
Latest commit message
Commit time


This module implements the Catmull-Clark subdivision surface algorithm for WebGL usage. If you feed a low-poly, ugly mesh to this algorithm, the result will be a smooth, beautiful mesh. A demo is provided.

Below you can see what it looks like if you run the algorithm on a low-poly mesh:



function catmullClark(positions, cells, numSubdivisions[, convertToTriangles])

Run the Catmull-Clark algorithm numSubdivisions times on the mesh specified by positions and cells. Returns a subdivided mesh in an object on the form {positions: subdividedPositions, cells: subdividedCells}

  • positions The vertex positions of input mesh on the form [ [1.0,2.0,3.0], [3.4,1.3,4.2],...]

  • cells The indices of the input mesh. This is either a list of quad indices or a list of triangle indices. If quads, it is on the form [ [1,2,3,4], [8,9,10,11],...]. If triangles, it is on the form [ [1,2,3], [8,9,10],...]. And note that clockwise ordering of the indices is assumed! Finally, do note that Catmull-Clark is mostly meant to be used on meshes made with quads If used on triangular meshes, the quality of the subdivision is generally not as good.

  • numSubdivisions How many times the Catmull-Clark algorithm will be run on the input mesh. The more times you run the algorithm, the smoother the output mesh will be.

  • convertToTriangles The Catmull-Clark algorithm will result in a list of quads. If this parameter is true, then those quads will be converted to triangles, and returned. Else, the returned mesh is a list of quads. Defaults to true.

Below we can see what happens as we increase the value of the parameter numSubdivisions



No releases published


No packages published
You can’t perform that action at this time.