My name is Joseph Eagar; I'm a computer graphics software engineer. Here you can find a small sample of my work.
My most recent project, a WebGL modelling application. It allows interactive editing of Catmull-Clark subdivision surfaces, rendered with bicubic patches.
I wrote the new, industry-competitive organic mesh modeler for Blender (comparable to Maya), the quintessential open-source 3d content creation suite. Here is a selected sample of BMesh's functionality.
Interpolation of Catmull-Clark Multiresolution Sculpting Data
Blender's sculpting tool is separate from the modeler, and was mostly by other people. I did do one thing, though; the sculpting data is stored as multi-level displacement grids, attached to each face in the mesh, and I had to come up with a method re-projecting the displacement grids after topological changes.
Selected Mesh Tools Here is a small sample of the end user tools I created.