Subdivision Subdivision Bezier Curves (Recall) Subdivision using - - PowerPoint PPT Presentation

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Subdivision Subdivision Bezier Curves (Recall) Subdivision using - - PowerPoint PPT Presentation

Subdivision Subdivision Bezier Curves (Recall) Subdivision using control points yields the curve Curves Bezier Curves Subdivision b 2 b 1 Curve P(t) 0 t 1 is subdivided into two curves Q(u) 0 u 1 R(v) 0


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Subdivision

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SLIDE 2

Subdivision

Bezier Curves (Recall) Subdivision using control points yields the curve

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SLIDE 3

Curves

Bezier Curves

Subdivision

b1 b2 b3 b0 Q(u) R(v) 1 v R(v) 1 u Q(u) curves two into subdivided is 1 t P(t) Curve ≤ ≤

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Curves

Bezier Curves

Subdivision

b1 b2 b3=d3 b0=c0 Q(u) R(v) c3=d0 c1 d1 c2 d2 Using de Casteljau Algorithm c0=b0 c1=(b0+b1)/2 c2=(b0+2b1+b2)/4 c3=(b0+3b1+3b2+b3)/8 d0=c3 d1=(b1+2b2+b3)/4 d2=(b2+b3)/2 d3=b3

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Curves

Bezier Curves

Subdivision

d3 c0 Q(u) R(v) c3=d0 c1 d1 c2 d2

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Subdivision (Curves)

Idea:

[Zorin and Schröder,2000]

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Subdivision (Surfaces)

Idea:

[Zorin and Schröder,2000]

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Subdivision

[DeRose et al.,1998]

Limit Surface

Input Mesh - Output refined (continuous) Mesh

Mi = f(Mi) S = lim(Mi)

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Subdivision

  • Do away with the explicit parametric representation
  • Base a curve or surface solely on its control points

and their connectivity.

  • Provide a simple mechanism which produces a

larger, more refined set of control points from the current set.

  • Iterate refinement until the appropriate level of detail

is achieved.

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Subdivision

  • Set of rules S that take a curve as input and

produce a more highly refined curve as output

  • Recursively applying S yields a sequence of

curves which should converge to some limit shape Curves

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Subdivision

Rules

  • Typically chosen to be linear combinations of

neighboring vertices

  • Rules usually depend only on local topology of

shape

4 3 8 1 8 1 2 1 2 1

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Subdivision

Curves S S S For Example

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Example

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Example

2 1 2 1

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Example

8 1 4 3 8 1

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Example

2 1 2 1

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Example

8 1 8 1 4 3

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Example

2 1 2 1

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Example

8 1 8 1 4 3

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Example

2 1 2 1

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Example

8 1 8 1 4 3

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Example

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Example

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Example

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Subdivision

Chaiken’s Algorithm

[Real Time Rendering]

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Subdivision

Chaiken’s Algorithm

[Real Time Rendering] Approximation using initial control points Basically follow ¾ ¼ rule C1 continuous Limiting curve is quadratic B-spline Extension for surfaces: Doo-Sabin Subdivision

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Subdivision

[Real Time Rendering]

Interpolating Curve: Dyn et. al 1987

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SLIDE 28

Subdivision

[Real Time Rendering]

Interpolating Curve: Dyn et. al 1987

P2ik+1= Pik P2i+1k+1= (1/2 + w) (Pik + Pi+1k) – w (Pi-1k + Pi+2k) w: tension parameter

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SLIDE 29

Subdivision: Surfaces

[Zorin and Schröder,2000]

Loop Subdivision

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Subdivision: Surfaces

[Zorin and Schröder,2000]

Loop Subdivision Rules

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Subdivision: Surfaces

[Zorin and Schröder,2000]

Loop Subdivision Rules

Edge Mask Vertex Mask New Vertex Updated Vertex

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Subdivision: Surfaces

[Zorin and Schröder,2000]

Catmull Clark Subdivision

  • Introduce new points
  • At face centre
  • At mid edges
  • Adjust position of original points
  • Repeat until sufficient details
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Subdivision: Surfaces

Face

Catmull Clark Subdivision

Edge Update

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Subdivision: Surfaces

[Zorin and Schröder,2000]

Catmull Clark Loop Some Results

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Subdivision: Surfaces

[Zorin and Schröder,2000]

Catmull Clark Loop Some Results

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Subdivision: Surfaces

[Zorin and Schröder,2000]

Manipulation/Deformation

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SLIDE 37

Subdivision: Surfaces

Very popular in Computer Graphics: Pixar’s: Geri’s Game 1998 Monster Inc 2000