BEZIER SURFACES 1 OUTLINE Quadratic Bezier Surfaces Cubic - - PowerPoint PPT Presentation

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BEZIER SURFACES 1 OUTLINE Quadratic Bezier Surfaces Cubic - - PowerPoint PPT Presentation

BEZIER SURFACES 1 OUTLINE Quadratic Bezier Surfaces Cubic Bezier Surfaces 2 DE CASTELJAU RECURSION REVISITED l 0 =p 0 , r 3 =p 3 l 1 =1/2(p 0 +p 1 ), r 2 =1/2(p 2 +p 3 ) l 2 =1/2(l 1 +1/2(p 1 +p 2 )), r 1 =1/2(r 2


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SLIDE 1

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BEZIER SURFACES

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OUTLINE

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  • Quadratic Bezier Surfaces
  • Cubic Bezier Surfaces
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DE CASTELJAU RECURSION REVISITED

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  • l0=p0, r3=p3
  • l1=1/2(p0+p1), r2=1/2(p2+p3)
  • l2=1/2(l1+1/2(p1+p2)), r1=1/2(r2+1/2(p1+p2))
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CURVED SURFACE

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CONTROL POINTS AND RESULTING SURFACE

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QUADRATIC BLENDING FUNCTIONS

  • These are the same as the quadratic

Bezier curve blending functions

  • Except that now we use them in two

dimensions

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BEZIER PATCHES

  • Double summation used for surfaces as opposed to curves
  • The set of points generated for the Bezier surface is called a Bezier patch
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CUBIC BEZIER PATCHES

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CUBIC BEZIER SURFACES

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CUBIC BEZIER SURFACE BLENDING FUNCTIONS

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SURFACES

  • Can apply the recursive method to surfaces - a

Bezier patch curves of constant u (or v) are Bezier curves in u (or v)

  • First subdivide in u
  • Process creates new points
  • Some of the original points are discarded
  • riginal and kept

new

  • riginal and discarded
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SLIDE 12

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SECOND SUBDIVISION

16 final points for 1 of 4 patches created

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BASE CONDITION

  • With Bezier curves, the base condition was whether the curve was “straight”

enough

  • With surfaces, the base condition is whether the surface is “flat” enough
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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

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TESSELLATION

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RECURSIVE SUBDIVISION

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ADDING SHADING

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GEOMETRY SHADER

  • Basic limitation on rasterization is that each execution of a vertex shader is

triggered by one vertex and can output only one vertex

  • Geometry shaders allow a single vertex and other data to produce many vertices
  • Example: send four control points to a geometry shader and it can produce as

many points as needed for Bezier curve

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TESSELLATION SHADERS

  • Can take many data points and produce triangles
  • More complex since tessellation has to deal with inside/outside issues

and topological issues such as holes

  • We’ll be looking at geometry and tessellation shaders in upcoming

topics

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SUMMARY

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  • Quadratic Bezier Surfaces
  • Cubic Bezier Surfaces