parametric surface patches 1 implicit representation implicit - - PowerPoint PPT Presentation

parametric surface patches
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parametric surface patches 1 implicit representation implicit - - PowerPoint PPT Presentation

parametric surface patches 1 implicit representation implicit surface representation f ( P ) = 0 e.g. sphere: x 2 y 2 z 2 r 2 f ( P ) = 0 + + = 0 2 parametric representation parametric surface representation P ( u ) = ( f x ( u ),


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parametric surface patches

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implicit representation

implicit surface representation e.g. sphere:

f(P) = 0 f(P) = 0 → + + − = 0 x2 y2 z2 r2

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parametric representation

parametric surface representation e.g. sphere:

P(u) = ( (u), (u), (u)) fx fy fz P(u) = (rcos ϕsinθ,rsinϕsinθ,rcos θ)

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parametric representation

goals when defining smoothness, efficiency, local control same as curves (1) combine curves to obtain surfaces easy for simple solids, but not general (2) extend parametric curves to surface patches general formulation used heavily in CAD

f

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surfaces from curves

example: extrude curve in XY along Z example: revolve curve in YZ along Z

C(u) P(u,v) = ( (u), (u),v) Cx Cy C(u) P(u,v) = ( (u) cos(v), (u) sin(v), (u)) Cy Cy Cz

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patches

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patches

spline curves: 1D blending functions surface patches: 2D blending functions cross product of 1D blendering functions

P(t) = (t) ∑

i

bi Pi P(u,v) = (u,v) ∑

ij

bij Pij (u,v) = (u) (v) bij bi bj

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patches

bicubic Bezier patches

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patches

joining is hard

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  • ther patch functions

just like curves uniform, non-uniform non-uniform rational B-splines (NURBS) ratios of B-splines invariance under perspective can represent conic sections exactly

  • ften used in 3D

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rendering parametric surfaces

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rendering parametric surfaces

tesselation: approximate surfaces with triangles/quads meshes are efficient to draw in hardware and software more faces to provide better approximation uniform tesselation: split intervals uniformly fast to compute and simple to implement generates many segments adaptive tesselation: split recursively until good enough Bezier patches can use De Castaljeu

(u,v)

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uniform tesselation

split in points uniformly at tesselate into quads by creating a quad grid set vertices to join vertices to avoid holes if function wraps (e.g. cylinder) normals evaluate analytically if possible (e.g. sphere)

  • r evaluate by computing partial derivatives
  • r smooth the mesh by averaging face normals over

vertices

K × K ( , ) = (1/ ,1/ ) uk1 vk2 k1 k2 K × K P( , ) uk1 vk2 n = ∂P/∂u × ∂P/∂v

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