Cut the corners
The simplest rule is Chaikin's: walk around the polygon and replace every corner with two points, one a quarter of the way along each adjoining edge. Every pass shaves the corners a little finer; after four or five the polygon has melted into a smooth curve — the limit is a quadratic B-spline that kisses the midpoint of every original edge.
Drag the cage points; slide the depth from raw to silk.
Through the points, or near them
Chaikin's curve pulls inside its cage — it approximates. A different rule inserts each new point from four neighbours, weighted (−1, 9, 9, −1)/16, and keeps every original point untouched: the curve interpolates, threading exactly through your cage. The trade is character — approximating curves are rounder and calmer; interpolating ones follow orders and can overshoot.
Toggle the scheme and drag a point to feel the difference.
Keeping an edge sharp
Smooth everywhere is its own kind of boring. Tag a point as a crease and the rule leaves it alone while everything around it softens — a crisp corner surviving in a smooth body. Better still, hold the tag for only a few levels and then release it: the corner rounds with a tiny, controlled radius. That's the semi-sharp crease, straight out of Pixar's toolbox.
Tap points to cycle them: smooth → semi-sharp → sharp.
The same idea, in 3D
Surfaces subdivide too. Catmull–Clark splits every face into four and averages three ways — face centres, edge midpoints, vertex neighbourhoods — and a hard-edged box swells into a smooth, even body. Two levels and the silhouette is already round; three and the facets all but vanish. Every Pixar character and most product surfaces begin life as a cage like this.
Slide the depth; the view turns slowly on its own.
The cage sculptor
Now sculpt. The wireframe is your cage — grab any of its eight corners and pull, and the smooth body follows like a skin stretched over your intent. Coarse moves in, silk comes out: stretch it into a pillow, pinch it into a wedge, drag corners through each other and watch the surface negotiate. Orbit by dragging empty space, choose your depth, and show or hide the machinery.