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

2 deriva ve geometry using exis ng geometry
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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


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SLIDE 1

2: Deriva*ve Geometry

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SLIDE 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
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SLIDE 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!)

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SLIDE 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)
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SLIDE 5

Boolean Opera)ons

  • Difference

– Subtract one volume from another

  • Union

– Combine one volume with another

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SLIDE 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.

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SLIDE 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
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SLIDE 8

Building Details: glazing

Fixed glazing #1

  • Define 1 plane of glass within wall for all

windows in that wall.

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SLIDE 9

Smooth-shading face\ed geometry

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SLIDE 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”)

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SLIDE 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
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SLIDE 12

Smoothing Tessellated Models

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SLIDE 13

128 polygons vs. 11,680 polygons

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SLIDE 14

Deriva*ve Geometry

Ques*ons?