2 deriva ve geometry using exis ng geometry
play

2: Deriva*ve Geometry Using Exis)ng Geometry 1. Snap to it Trace - PowerPoint PPT Presentation

2: Deriva*ve Geometry Using Exis)ng Geometry 1. Snap to it Trace edges (object snaps) Use it in Boolean Opera*ons 2. Use it as profile or path for other opera)ons Extrude door/window trim Sweep picture frames 3D shapes, 2D


  1. 2: Deriva*ve Geometry

  2. Using Exis)ng Geometry 1. Snap to it • Trace edges (object snaps) • Use it in Boolean Opera*ons 2. Use it as profile or path for other opera)ons • Extrude door/window trim • Sweep picture frames

  3. 3D shapes, 2D “sec)ons” • Extrusion – Sec*on & displacement • Revolu*on – Sec*on, Axis & angle • Sweep (1 rail or 2) – Sec*on & path • LoMing – Mul*ple sec*ons (aka contours!)

  4. Boolean Opera)ons • Requires “solids” (Rhino “polysurfaces”) – “Closed” or “water-*ght” – Consistently oriented (surface normals) – Passes “Euler” tests • No dangling edges • No shared points (touching corners) • No shared edges (touching edges)

  5. Boolean Opera)ons • Difference – Subtract one volume from another • Union – Combine one volume with another

  6. Building Details: openings Cut an Opening using Booleans • “subtract” punched window openings • “remove” front & back door-ways • “add” decks and flooring where needed Trim the Opening sweeps and extrusions If repeated, use blocks.

  7. Building Details: trim Building door & window trim #1 • Trace edges, snapping to opening vertexes • Offset inward. • Extrude (&cap) inner and outer edges. Building door & window trim #2 • Trace edges to provide “rail” for sweep • Draw cross-sec*on at rail-head • Sweep cross-sec*on on rail

  8. Building Details: glazing Fixed glazing #1 • Define 1 plane of glass within wall for all windows in that wall.

  9. Smooth-shading face\ed geometry

  10. What about curved surfaces? Not all “surfaces” are planar surfaces! So … • Figure out how to model and render curved surfaces (very hard), or • Approximate curved forms with many polygons and figure out how make them look smooth (“smoothing”)

  11. What about curved surfaces? • Not all “surfaces” are planar surfaces! So … • Approximate curved forms with many polys? – Slows all opera*ons – Turns out to be difficult due to human vision • Render tessellated surfaces to look smooth? – Called “smoothing” • Many versions, including “Gouraud” and “Phong” • Implemented in OpenGL

  12. Smoothing Tessellated Models

  13. 128 polygons vs. 11,680 polygons

  14. Deriva*ve Geometry Ques*ons?

Download Presentation
Download Policy: The content available on the website is offered to you 'AS IS' for your personal information and use only. It cannot be commercialized, licensed, or distributed on other websites without prior consent from the author. To download a presentation, simply click this link. If you encounter any difficulties during the download process, it's possible that the publisher has removed the file from their server.

Recommend


More recommend