Concept: U, V Isolated Subdivision Surface Modifier with vertex group masking.

Current subdivision modifier splits quads into 4 quadrants.

Imagine a square.

The horizontal edges are defined as “U”, the vertical edges are defined as “V”.

When add this subdivision surface modifier, users are allowed to control different subdivision level for U and V. Thus it will have more loops in one direction of the quad than the other. Creates high surface smooth on the direction where it requires, and does not create crazy amount of quads in the other direction where the geometry doesn’t need to be super detailed.

Subdivide only the masked vertex group, control the bleeding amount for the vertex at the boundary to help smooth off the effect.

This could be very effective on reducing performance cost while working on extremely complex application. Also enable a lot of possibilities.