How do 3D animated characters look so smooth? Numberphile posts an interview with Pixar researcher Tony DeRose who explains some of the mathematics and concepts behind Subdivision Surfaces, both in 2D and 3D.

We are all familiar with the front end of using Subdivision Surfaces, and if you are like me, you have probably seen some of the equations from time to time that made little sense unless you are a nerd of a different level. Here, Tony DeRose shows how subdivision surfaces are calculated visually, which appears quite simple and quite interesting.

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