Datt 2500 Introduction to 3D
Modelling
Week 12
What are NURBS?
Non-uniform rational basis spline (NURBS) is a mathematical
model commonly used in computer graphics for generating and
representing curves and surfaces.
Nurbs are curves (B-splines) that are "influenced" by the
positions of defining points called vertices. The designer
changes the shape of the curve by changing the positions of the
defining vertex points.
What are NURBS?
Nurbs are a convenient way to define smooth curves and
surfaces interactively on the computer screen
The key benefit of NURBS is that it isn't an approximation of a
smooth shape. The math calculates an accurate definition of
the surface shape which is still smooth however closely the
surface is examined.
Think about it like you would approach working with Vectors in
illustrator or photoshop
Origins of NURBS
Before computers, designs were drawn by hand on paper with various drafting
tools. Rulers were used for straight lines, compasses for circles,
and protractors for angles. But many shapes, such as the freeform curve of a
ship's bow, could not be drawn with these tool.
shipbuilders often needed a life-size version which could not be done by hand.
Such large drawings were done with the help of flexible strips of wood, called
splines. The splines were held in place at a number of predetermined points,
called "ducks“
The elasticity of the spline material caused the strip to take the shape that
minimized the energy of bending, thus creating the smoothest possible shape
that fit the constraints.
source: http://www.alatown.com/spline/
Traditional Modeling Nurbs Modeling
Material Long, thin pieces of wood, plastic or metal
Mathematics called NURBS - Non-
Uniform Rational B-Splines
Controls Heavy metal weights called 'ducks'
Control Vertices - CV's - also known
as Control Points
Flexibility Depends on the stiffness of the material
Depends on the Number of CVs,
determined by the Degree and Spans
Smoothness
Created by the consistent density of the
material
Determined by the Degree and Spans of
the NURBS curve
Shape (1) Position of the weights along the curve... Position of the CVs along the curve...
Shape (2)
.... and by the distance it pulls the
curve away from flat
.... and the distance of the
CVs away from the curve
Controls connected by... No connection Lines called Hulls
source: http://www.bluesmith.co.uk/nurbs1.htm
Origins of NURBS
In 1946, mathematicians started studying the spline shape, and
derived the piecewise polynomial formula known as the spline
curve or spline function. I. J. Schoenberg gave the spline function
its name after its resemblance to the mechanical spline used by
draftsmen.
As computers were introduced into the design process, the physical
properties of such splines were investigated so that they could be
modelled with mathematical precision and reproduced where
needed.
Origins of NURBS
Pioneering work was done in France by Renault engineer Pierre
Bézier, and Citroën's physicist and mathematician Paul de Casteljau.
Real-time, interactive rendering of NURBS curves and surfaces was
first made commercially available on Silicon Graphics workstations
in 1989. In 1993, the first interactive NURBS modeler for PCs, called
NöRBS, was developed by CAS Berlin, a small startup company
cooperating with the Technical University of Berlin.
Why use NURBS?
Nurbs are mostly used for the creation of smooth 3D objects and are
more prominent in fields like Industrial Design (Cars, ships and
airplanes are mostly designed using Nurbs objects), Architecture &
Engineering
They are not very common in Animation, Games and Special Effects.
On occasion, they will be used (for car rims for example) but they are
far less common then polygons.
NURBS are ideally suited to hard-surface modeling; objects such as
vehicles, equipment, and commercial product designs benefit from
the types of smooth surfacing produced by NURBS models.
They have a fast workflow, and
can produce a finish product
very quickly
The results are smooth and
precise
They have fewer surfaces,
which means fewer errors
A smooth Nurbs surface
require less computational
data then a smooth Polygon
surface
The Advantages of Nurbs
Modeling
They are not good for work
that require a lot of details
(which makes them unsuited
for most organic shapes
including character modeling).
Since it doesn’t have UV Maps,
complex texturing and shading
doesn’t work
Some programs (ie game
engines) are just not built to
compute Nurbs and might just
crash or just not render the
object
In many respect they are
obsolete. While some
industries still use them,
subdvid surfaces and 3D
sculpting are becoming more
popular due to their diversity
The Disadvantages of Nurbs
Modeling
NURBS Components
Nurbs Curves
CV (Control Verticals)
CVs (control vertices) control how the
curve is “pulled” from a straight line
between edit points.
Hull
To show the relationship between CVs,
Maya can draw lines between them.
These lines are called hulls.
Edit Points
Edit points appear as small Xs that
marks connection points between
spans.
Nurbs
Surfuces
CV (Control Verticals)
They do not exist on the actual surface
but are used to manipulate the shape
of the surface.
Hull
The hull comprises straight lines that
connect CVs. When you select a hull,
you are actually selecting all of its
associated CVs. The hull offers a better
visual cue for the distribution of CVs in
a crowded area.
isoparms
Isoparms are lines that represent
cross-sections in the U and V directions
Nurbs Surfaces
Spans
Spans A span or segment is the space
between isoparms at edit points.
When creating surfaces using Revolve,
Primitives, Loft or rebuilding, you can
specify the number of segments or
spans.
Surface Point
Surface Point You can select a Surface
point that represents a measurement
of U and V. The values at this point are
dependent on the parameterization of
the surface.
Surfuce Patch
Surface Patch A NURBS surface patch
is defined by an enclosed span square.
Several patches can be selected and
duplicated to create individual NURBS
surfaces.

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Datt 2500 week 12

  • 1. Datt 2500 Introduction to 3D Modelling Week 12
  • 2. What are NURBS? Non-uniform rational basis spline (NURBS) is a mathematical model commonly used in computer graphics for generating and representing curves and surfaces. Nurbs are curves (B-splines) that are "influenced" by the positions of defining points called vertices. The designer changes the shape of the curve by changing the positions of the defining vertex points.
  • 3. What are NURBS? Nurbs are a convenient way to define smooth curves and surfaces interactively on the computer screen The key benefit of NURBS is that it isn't an approximation of a smooth shape. The math calculates an accurate definition of the surface shape which is still smooth however closely the surface is examined. Think about it like you would approach working with Vectors in illustrator or photoshop
  • 4. Origins of NURBS Before computers, designs were drawn by hand on paper with various drafting tools. Rulers were used for straight lines, compasses for circles, and protractors for angles. But many shapes, such as the freeform curve of a ship's bow, could not be drawn with these tool. shipbuilders often needed a life-size version which could not be done by hand. Such large drawings were done with the help of flexible strips of wood, called splines. The splines were held in place at a number of predetermined points, called "ducks“ The elasticity of the spline material caused the strip to take the shape that minimized the energy of bending, thus creating the smoothest possible shape that fit the constraints. source: http://www.alatown.com/spline/
  • 5. Traditional Modeling Nurbs Modeling Material Long, thin pieces of wood, plastic or metal Mathematics called NURBS - Non- Uniform Rational B-Splines Controls Heavy metal weights called 'ducks' Control Vertices - CV's - also known as Control Points Flexibility Depends on the stiffness of the material Depends on the Number of CVs, determined by the Degree and Spans Smoothness Created by the consistent density of the material Determined by the Degree and Spans of the NURBS curve Shape (1) Position of the weights along the curve... Position of the CVs along the curve... Shape (2) .... and by the distance it pulls the curve away from flat .... and the distance of the CVs away from the curve Controls connected by... No connection Lines called Hulls source: http://www.bluesmith.co.uk/nurbs1.htm
  • 6. Origins of NURBS In 1946, mathematicians started studying the spline shape, and derived the piecewise polynomial formula known as the spline curve or spline function. I. J. Schoenberg gave the spline function its name after its resemblance to the mechanical spline used by draftsmen. As computers were introduced into the design process, the physical properties of such splines were investigated so that they could be modelled with mathematical precision and reproduced where needed.
  • 7. Origins of NURBS Pioneering work was done in France by Renault engineer Pierre Bézier, and Citroën's physicist and mathematician Paul de Casteljau. Real-time, interactive rendering of NURBS curves and surfaces was first made commercially available on Silicon Graphics workstations in 1989. In 1993, the first interactive NURBS modeler for PCs, called NöRBS, was developed by CAS Berlin, a small startup company cooperating with the Technical University of Berlin.
  • 8. Why use NURBS? Nurbs are mostly used for the creation of smooth 3D objects and are more prominent in fields like Industrial Design (Cars, ships and airplanes are mostly designed using Nurbs objects), Architecture & Engineering They are not very common in Animation, Games and Special Effects. On occasion, they will be used (for car rims for example) but they are far less common then polygons. NURBS are ideally suited to hard-surface modeling; objects such as vehicles, equipment, and commercial product designs benefit from the types of smooth surfacing produced by NURBS models.
  • 9. They have a fast workflow, and can produce a finish product very quickly The results are smooth and precise They have fewer surfaces, which means fewer errors A smooth Nurbs surface require less computational data then a smooth Polygon surface The Advantages of Nurbs Modeling
  • 10. They are not good for work that require a lot of details (which makes them unsuited for most organic shapes including character modeling). Since it doesn’t have UV Maps, complex texturing and shading doesn’t work Some programs (ie game engines) are just not built to compute Nurbs and might just crash or just not render the object In many respect they are obsolete. While some industries still use them, subdvid surfaces and 3D sculpting are becoming more popular due to their diversity The Disadvantages of Nurbs Modeling
  • 12. Nurbs Curves CV (Control Verticals) CVs (control vertices) control how the curve is “pulled” from a straight line between edit points. Hull To show the relationship between CVs, Maya can draw lines between them. These lines are called hulls. Edit Points Edit points appear as small Xs that marks connection points between spans.
  • 13. Nurbs Surfuces CV (Control Verticals) They do not exist on the actual surface but are used to manipulate the shape of the surface. Hull The hull comprises straight lines that connect CVs. When you select a hull, you are actually selecting all of its associated CVs. The hull offers a better visual cue for the distribution of CVs in a crowded area. isoparms Isoparms are lines that represent cross-sections in the U and V directions
  • 14. Nurbs Surfaces Spans Spans A span or segment is the space between isoparms at edit points. When creating surfaces using Revolve, Primitives, Loft or rebuilding, you can specify the number of segments or spans. Surface Point Surface Point You can select a Surface point that represents a measurement of U and V. The values at this point are dependent on the parameterization of the surface. Surfuce Patch Surface Patch A NURBS surface patch is defined by an enclosed span square. Several patches can be selected and duplicated to create individual NURBS surfaces.