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Curves and Surface

Alzaiem Alazhari University
College of computer Science and Information Technology
Chapter 10 – Advanced Computer Graphics




1
Curves and Surface
       The world around us is full of objects of remarkable
        shapes.

        Nevertheless, in computer graphics, we continue to
        populate our virtual worlds with flat objects.

       We have a good reason for such persistence.

        Graphics systems can render flat three-dimensional
        polygons at high rates, including doing hidden-surface
        removal, shading, and texture mapping..

    2
Curves and Surface
       We introduce three ways to model curves and
        surfaces, paying most attention to the parametric
        polynomial forms.

       We also discuss how curves and surfaces can be
        rendered on current graphics systems, a process
        that usually involves subdividing the curved
        objects into collections of flat primitives.




    3
4
REPRESENTATION OF CURVES AND SURFACES
       Explicit Representation
         The explicit form of a curve in two dimensions
         gives the value of one variable,
         the dependent variable,
         in terms of the other,
         the independent variable.
         In x, y space, we might write y = f (x).
         a surface represented by an equation of the
          form z = f (x, y)


    5
REPRESENTATION OF CURVES AND SURFACES
       Implicit Representations
            In two dimensions, an implicit curve can be represented
            by the equation f (x, y) = 0
           The implicit form is less coordinate-system dependent
            than is the explicit form.
           In three dimensions, the implicit form f (x, y, z) = 0
           Curves in three dimensions are not as easily
            represented in implicit form.
           We can represent a curve as the intersection, if it
            exists, of the two surfaces: f (x, y, z) = 0, g(x, y, z) = 0.



    6
REPRESENTATION OF CURVES AND SURFACES
       Parametric Form
           The parametric form of a curve expresses the value of each spatial
            variable for points on the curve in terms of an independent variable, u, the
            parameter. In three dimensions, we have three explicit functions:
            x = x(u) , y = y(u) , z = z(u).

           One of the advantages of the parametric form is that it is the same in two
            and three dimensions. In the former case, we simply drop the equation for
            z.
           Parametric surfaces require two parameters. We can describe a surface
            by three equations of the form : x = x(u, v) , y = y(u, v) , z = z(u, v),




    7
8
DESIGN CRITERIA
       There are many considerations that determine why
        we prefer to use parametric polynomials of low
        degree, including:
         Local control of shape
         Smoothness and continuity
         Ability to evaluate derivatives
         Stability
         Ease of rendering




    9
CROSSE SECTION




Approximation of cross-section curve   Derivative discontinuity at join point
10
PARAMETRIC CUBIC POLYNOMIAL CURVES
    Once we have decided to use parametric polynomial
     curves, we must choose the degree of the curve.

    if we choose a high degree, we will have many
     parameters that we can set to form the desired shape,
     but evaluation of points on the curve will be costly.

    In addition, as the degree of a polynomial curve becomes
     higher, there is more danger that the curve will become
     rougher.
    On the other hand, if we pick too low a degree, we may
     not have enough parameters with which to work.
    11
PARAMETRIC CUBIC POLYNOMIAL CURVES
    However, if we design each curve segment over a short
     interval, we can achieve many of our purposes with low-
     degree curves.
     Although there may be only a few degrees of freedom
     these few may be sufficient to allow us to produce the
     desired shape in a small region. For this reason, most
     designers, at least initially, work with cubic polynomial
     curves




    12
Cubic interpolating polynomial
•    First example of a cubic parametric polynomial.
•    Although we rarely used
•    Illustrates the steps we must follow for our other types .




    13
Interpolating Curve

•    Given 4 control points P0, P1, P2, P3
•    Space 0 <= u <= 1 evenly
•    P0 = P(0), P1 = P(1/3), P2 = P(2/3), P3 = P(1)




    14
Interpolation Equations



    Apply the interpolating conditions at u=0, 1/3, 2/3, 1




    15
Interpolation Equations
    We can write these equations in matrix form as




    16
Interpolation Matrix
    Solving for c we find the interpolation matrix




    17
Blending Functions
    Rewriting the equation for p(u) .




    18
The Cubic Interpolating Patch
    Shows that we can build and analyze surfaces from our
     knowledge of curves




    19
HERMITE CURVES AND SURFACES
    Another cubic polynomial curve
    Specify two endpoints and their tangents




    20
The Hermite Form

    As Before



    Calculate derivative



    Yields




    21
Bezier Curves
    Widely used in computer graphics
    Approximate tangents by using control points




    22
Analysis Bezier form

    Is much better than the interpolating form
    But the derivatives are not continuous at join points




    What shall we do to solve this ?

    23
B-Splines
    Basis Splines
    Allows us to apply more continuity
    the curve must lie in the convex hull of the control points




    24
Spline Surfaces
    B-spline surfaces can be defined in a similar way




    25
GENERAL B-SPLINES
    We can extend to splines of any degree
    Data and conditions to not have to given at equally
     spaced values (the knots)
        Nonuniform and uniform splines
        Can have repeated knots
    Cox-deBoor recursion gives method of evaluation




    26
NURBS
    Nonuniform Rational B-Spline curves and surfaces add a
     fourth variable w to x,y,z
        Can interpret as weight to give more importance to some
         control data
        Can also interpret as moving to homogeneous coordinate
    Requires a perspective division
        NURBS act correctly for perspective viewing
    Quadrics are a special case of NURBS




    27
Rendering Curves and Surfaces
    Introduce methods to draw curves
    For explicit and parametric: we can evaluate the curve or
     surface at a sufficient number of points that we can
     approximate it with our standard flat objects
    For implicit surfaces: we can compute points on the
     object that are the intersection of rays from the center of
     projection through pixels with the object




    28
Evaluating Polynomials
    Simplest method to render a polynomial curve is to
     evaluate the polynomial at many points and form an
     approximating polyline
    For surfaces we can form an approximating mesh of
     triangles or quadrilaterals
    Use Horner’s method to evaluate polynomials
         p(u)=c0+u(c1+u(c2+uc3))




    29
Recursive Subdivision of Be´zier Polynomials
    The most elegant rendering method performs
    based on the use of the convex hull ‫الهياكل المحدبة‬
    never requires explicit evaluation of the polynomial ‫ال يتطلب‬
     ‫عرض واضح لكثيرة الحدود‬




    30
THE UTAH TEAPOT
    Most famous data set in computer graphics
     Widely available as a list of 306 3D vertices and the
     indices that define 32 Bezier patches




    31
THE UTAH TEAPOT - con
    We can shows the teapot as a wireframe and with
     constant shading




    32
ALGEBRAIC SURFACES - Quadrics
    Although quadrics can be generated as special case of
     NURBS curves
    Quadrics are described by implicit algebraic equations
    Quadric can be written in the form :




    33
Quadrics
    This class of surfaces includes ellipsoids, parabaloids, and
     hyperboloids
    We can write the general equation




    34
Rendering of Surfaces by Ray Casting
    Quadrics are easy to render
    we can find the intersection of a quadric with a ray by
     solving a scalar quadratic equation
    We represent the ray from p0 in the direction d
     parametrically as



    scalar equation for α:




    35
SUBDIVISION CURVES AND SURFACES




36
Mesh Subdivision
    A theory of subdivision surfaces has emerged that
     deals with both the theoretical and practical aspects of
     these ideas.
    We have two type of meshes:
        triangles meshes.
        quadrilaterals meshes.




    37
38
Meshes methods
    Catmull Clark method: use to form a quadrilateral mesh.
    produces a smoother surface
    This method tends to move edge vertices at corners
     more than other outer vertices.




    39
40
2- Loop subdivision method:-




 41
42
43
Seminar Team:
    Theoretical :
        Mawada Sayed Mohammed Mohammed
        Mohammed Mahmoud Ibrahim Musa
        Hams Ibrahim Mohammed Idris
        Abdallah Ahmed Modawi Mohammed
        Ethar Abasher Musa Hamad


    Practical :
        Mujahid Ahmed Mohammed Babeker
        Eltayb Babeker Mohammed Ahmed
        Salah Eldeen Mohammed Ismail Ibrahim




    44
Any Questions ?



45

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Curves and surfaces

  • 1. Curves and Surface Alzaiem Alazhari University College of computer Science and Information Technology Chapter 10 – Advanced Computer Graphics 1
  • 2. Curves and Surface  The world around us is full of objects of remarkable shapes.  Nevertheless, in computer graphics, we continue to populate our virtual worlds with flat objects.  We have a good reason for such persistence.  Graphics systems can render flat three-dimensional polygons at high rates, including doing hidden-surface removal, shading, and texture mapping.. 2
  • 3. Curves and Surface  We introduce three ways to model curves and surfaces, paying most attention to the parametric polynomial forms.  We also discuss how curves and surfaces can be rendered on current graphics systems, a process that usually involves subdividing the curved objects into collections of flat primitives. 3
  • 4. 4
  • 5. REPRESENTATION OF CURVES AND SURFACES  Explicit Representation  The explicit form of a curve in two dimensions  gives the value of one variable,  the dependent variable,  in terms of the other,  the independent variable.  In x, y space, we might write y = f (x).  a surface represented by an equation of the form z = f (x, y) 5
  • 6. REPRESENTATION OF CURVES AND SURFACES  Implicit Representations In two dimensions, an implicit curve can be represented by the equation f (x, y) = 0  The implicit form is less coordinate-system dependent than is the explicit form.  In three dimensions, the implicit form f (x, y, z) = 0  Curves in three dimensions are not as easily represented in implicit form.  We can represent a curve as the intersection, if it exists, of the two surfaces: f (x, y, z) = 0, g(x, y, z) = 0. 6
  • 7. REPRESENTATION OF CURVES AND SURFACES  Parametric Form  The parametric form of a curve expresses the value of each spatial variable for points on the curve in terms of an independent variable, u, the parameter. In three dimensions, we have three explicit functions: x = x(u) , y = y(u) , z = z(u).  One of the advantages of the parametric form is that it is the same in two and three dimensions. In the former case, we simply drop the equation for z.  Parametric surfaces require two parameters. We can describe a surface by three equations of the form : x = x(u, v) , y = y(u, v) , z = z(u, v), 7
  • 8. 8
  • 9. DESIGN CRITERIA  There are many considerations that determine why we prefer to use parametric polynomials of low degree, including:  Local control of shape  Smoothness and continuity  Ability to evaluate derivatives  Stability  Ease of rendering 9
  • 10. CROSSE SECTION Approximation of cross-section curve Derivative discontinuity at join point 10
  • 11. PARAMETRIC CUBIC POLYNOMIAL CURVES  Once we have decided to use parametric polynomial curves, we must choose the degree of the curve.   if we choose a high degree, we will have many parameters that we can set to form the desired shape, but evaluation of points on the curve will be costly.  In addition, as the degree of a polynomial curve becomes higher, there is more danger that the curve will become rougher.  On the other hand, if we pick too low a degree, we may not have enough parameters with which to work. 11
  • 12. PARAMETRIC CUBIC POLYNOMIAL CURVES  However, if we design each curve segment over a short interval, we can achieve many of our purposes with low- degree curves.  Although there may be only a few degrees of freedom these few may be sufficient to allow us to produce the desired shape in a small region. For this reason, most designers, at least initially, work with cubic polynomial curves 12
  • 13. Cubic interpolating polynomial • First example of a cubic parametric polynomial. • Although we rarely used • Illustrates the steps we must follow for our other types . 13
  • 14. Interpolating Curve • Given 4 control points P0, P1, P2, P3 • Space 0 <= u <= 1 evenly • P0 = P(0), P1 = P(1/3), P2 = P(2/3), P3 = P(1) 14
  • 15. Interpolation Equations  Apply the interpolating conditions at u=0, 1/3, 2/3, 1 15
  • 16. Interpolation Equations  We can write these equations in matrix form as 16
  • 17. Interpolation Matrix  Solving for c we find the interpolation matrix 17
  • 18. Blending Functions  Rewriting the equation for p(u) . 18
  • 19. The Cubic Interpolating Patch  Shows that we can build and analyze surfaces from our knowledge of curves 19
  • 20. HERMITE CURVES AND SURFACES  Another cubic polynomial curve  Specify two endpoints and their tangents 20
  • 21. The Hermite Form  As Before  Calculate derivative  Yields 21
  • 22. Bezier Curves  Widely used in computer graphics  Approximate tangents by using control points 22
  • 23. Analysis Bezier form  Is much better than the interpolating form  But the derivatives are not continuous at join points  What shall we do to solve this ? 23
  • 24. B-Splines  Basis Splines  Allows us to apply more continuity  the curve must lie in the convex hull of the control points 24
  • 25. Spline Surfaces  B-spline surfaces can be defined in a similar way 25
  • 26. GENERAL B-SPLINES  We can extend to splines of any degree  Data and conditions to not have to given at equally spaced values (the knots)  Nonuniform and uniform splines  Can have repeated knots  Cox-deBoor recursion gives method of evaluation 26
  • 27. NURBS  Nonuniform Rational B-Spline curves and surfaces add a fourth variable w to x,y,z  Can interpret as weight to give more importance to some control data  Can also interpret as moving to homogeneous coordinate  Requires a perspective division  NURBS act correctly for perspective viewing  Quadrics are a special case of NURBS 27
  • 28. Rendering Curves and Surfaces  Introduce methods to draw curves  For explicit and parametric: we can evaluate the curve or surface at a sufficient number of points that we can approximate it with our standard flat objects  For implicit surfaces: we can compute points on the object that are the intersection of rays from the center of projection through pixels with the object 28
  • 29. Evaluating Polynomials  Simplest method to render a polynomial curve is to evaluate the polynomial at many points and form an approximating polyline  For surfaces we can form an approximating mesh of triangles or quadrilaterals  Use Horner’s method to evaluate polynomials p(u)=c0+u(c1+u(c2+uc3)) 29
  • 30. Recursive Subdivision of Be´zier Polynomials  The most elegant rendering method performs  based on the use of the convex hull ‫الهياكل المحدبة‬  never requires explicit evaluation of the polynomial ‫ال يتطلب‬ ‫عرض واضح لكثيرة الحدود‬ 30
  • 31. THE UTAH TEAPOT  Most famous data set in computer graphics  Widely available as a list of 306 3D vertices and the indices that define 32 Bezier patches 31
  • 32. THE UTAH TEAPOT - con  We can shows the teapot as a wireframe and with constant shading 32
  • 33. ALGEBRAIC SURFACES - Quadrics  Although quadrics can be generated as special case of NURBS curves  Quadrics are described by implicit algebraic equations  Quadric can be written in the form : 33
  • 34. Quadrics  This class of surfaces includes ellipsoids, parabaloids, and hyperboloids  We can write the general equation 34
  • 35. Rendering of Surfaces by Ray Casting  Quadrics are easy to render  we can find the intersection of a quadric with a ray by solving a scalar quadratic equation  We represent the ray from p0 in the direction d parametrically as  scalar equation for α: 35
  • 36. SUBDIVISION CURVES AND SURFACES 36
  • 37. Mesh Subdivision  A theory of subdivision surfaces has emerged that deals with both the theoretical and practical aspects of these ideas.  We have two type of meshes:  triangles meshes.  quadrilaterals meshes. 37
  • 38. 38
  • 39. Meshes methods  Catmull Clark method: use to form a quadrilateral mesh.  produces a smoother surface  This method tends to move edge vertices at corners more than other outer vertices. 39
  • 40. 40
  • 41. 2- Loop subdivision method:- 41
  • 42. 42
  • 43. 43
  • 44. Seminar Team:  Theoretical :  Mawada Sayed Mohammed Mohammed  Mohammed Mahmoud Ibrahim Musa  Hams Ibrahim Mohammed Idris  Abdallah Ahmed Modawi Mohammed  Ethar Abasher Musa Hamad  Practical :  Mujahid Ahmed Mohammed Babeker  Eltayb Babeker Mohammed Ahmed  Salah Eldeen Mohammed Ismail Ibrahim 44