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03 Pengenalan Open GL

This document discusses different techniques for modeling 3D shapes, including polygon meshes, parametric surfaces, implicit surfaces, and constructive solid geometry (CSG). Polygon meshes represent shapes as collections of vertices, edges, and faces. Parametric surfaces define shapes through parametric equations. Implicit surfaces represent shapes as the zero-level set of implicit functions, which is useful for operations like intersection tests. CSG constructs complex models by combining basic solids using boolean operations.

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Gani Dharuna
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0% found this document useful (0 votes)
65 views37 pages

03 Pengenalan Open GL

This document discusses different techniques for modeling 3D shapes, including polygon meshes, parametric surfaces, implicit surfaces, and constructive solid geometry (CSG). Polygon meshes represent shapes as collections of vertices, edges, and faces. Parametric surfaces define shapes through parametric equations. Implicit surfaces represent shapes as the zero-level set of implicit functions, which is useful for operations like intersection tests. CSG constructs complex models by combining basic solids using boolean operations.

Uploaded by

Gani Dharuna
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
You are on page 1/ 37

Polygon Meshes and

Implicit Surfaces
Polygon
Polygon Meshes
Meshes
Parametric
Parametric Surfaces
Surfaces
Implicit
Implicit Surfaces
Surfaces
Constructive
Constructive Solid
Solid Geometry
Geometry

10/01/02
Modeling Complex Shapes
• We want to build models of very complicated
objects
• An equation for a sphere is possible, but how
about an equation for a telephone, or a face?
• Complexity is achieved using simple pieces
– polygons, parametric surfaces, or implicit surfaces

• Goals
– Model anything with arbitrary precision (in principle)
– Easy to build and modify
– Efficient computations (for rendering, collisions, etc.)
– Easy to implement (a minor consideration...)

2
What do we need from shapes
in Computer Graphics?

• Local control of shape for modeling


• Ability to model what we need
• Smoothness and continuity
• Ability to evaluate derivatives
• Ability to do collision detection
• Ease of rendering
No one technique solves all problems

3
Curve Representations

Polygon Meshes
Parametric Surfaces
Implicit Surfaces

4
Polygon Meshes
• Any shape can be modeled out of
polygons
– if you use enough of them…
• Polygons with how many sides?
– Can use triangles, quadrilaterals, pentagons, … n-
gons
– Triangles are most common.
– When > 3 sides are used, ambiguity about what to do
when polygon nonplanar, or concave, or self-
intersecting.
• Polygon meshes are built out of
– vertices (points)
– edges (line segments between vertices) edges
faces
– faces (polygons bounded by edges)

5 vertices
Polygon Models in OpenGL
• for faceted shading • for smooth shading
glNormal3fv(n); glBegin(GL_POLYGONS);
glBegin(GL_POLYGONS); glNormal3fv(normal1);
glVertex3fv(vert1); glVertex3fv(vert1);
glVertex3fv(vert2); glNormal3fv(normal2);
glVertex3fv(vert3); glVertex3fv(vert2);
glEnd(); glNormal3fv(normal3);
glVertex3fv(vert3);
glEnd();

6
Normals

7
Where Meshes Come From
• Specify manually
– Write out all polygons
– Write some code to generate them
– Interactive editing: move vertices in space

• Acquisition from real objects


– Laser scanners, vision systems
– Generate set of points on the surface
– Need to convert to polygons

8
Data Structures for Polygon Meshes
• Simplest (but dumb)
– float triangle[n][3][3]; (each triangle stores 3 (x,y,z) points)
– redundant: each vertex stored multiple times
• Vertex List, Face List
– List of vertices, each vertex consists of (x,y,z) geometric (shape)
info only
– List of triangles, each a triple of vertex id’s (or pointers) topological
(connectivity, adjacency) info only
Fine for many purposes, but finding the faces adjacent to a vertex
takes O(F) time for a model with F faces. Such queries are
important for topological editing.
• Fancier schemes:
Store more topological info so adjacency queries can be answered in
O(1) time.
Winged-edge data structure – edge structures contain all topological
info (pointers to adjacent vertices, edges, and faces).

9
A File Format for Polygon Models: OBJ
# OBJ file for a 2x2x2 cube
v -1.0 1.0 1.0 - vertex 1
v -1.0 -1.0 1.0 - vertex 2
v 1.0 -1.0 1.0 - vertex 3
v 1.0 1.0 1.0 - …
v -1.0 1.0 -1.0
v -1.0 -1.0 -1.0
v 1.0 -1.0 -1.0 Syntax:
v 1.0 1.0 -1.0
f 1 2 3 4 v x y z - a vertex at (x,y,z)
f 8 7 6 5
f 4 3 7 8
f 5 1 4 8 f v1 v2 … vn
f 5 6 2 1 a face with vertices v1, v2, … vn
f 2 6 7 3
# anything - comment

10
How Many Polygons to Use?

11
Why Level of Detail?
• Different models for near and far objects
• Different models for rendering and collision detection
• Compression of data recorded from the real world

We need automatic algorithms for reducing the polygon


count without
• losing key features
• getting artifacts in the silhouette
• popping

12
Problems with Triangular Meshes?
• Need a lot of polygons to represent smooth shapes
• Need a lot of polygons to represent detailed shapes

• Hard to edit
• Need to move individual vertices
• Intersection test? Inside/outside test?

13
Curve Representations

Polygon Meshes
Parametric Surfaces
Implicit Surfaces

14
Parametric Surfaces
p(u,v) = [x(u,v), y(u,v), z(u,v)]

– e.g. plane, cylinder, bicubic surface, swept surface

bezier patch
15
Parametric Surfaces
p(u,v) = [x(u,v), y(u,v), z(u,v)]

– e.g. plane, cylinder, bicubic surface, swept surface

16
Parametric Surfaces
Why better than polygon meshes?
– Much more compact
– More convenient to control --- just edit control points
– Easy to construct from control points

What are the problems?


– Work well for smooth surfaces
– Must still split surfaces into discrete number of patches
– Rendering times are higher than for polygons
– Intersection test? Inside/outside test?

17
Curve Representations

Polygon Meshes
Parametric Surfaces
Implicit Surfaces

18
Two Ways to Define a Circle
Parametric Implicit
F>0
F=0
u

F<0

x = f(u) = r cos (u)


F(x,y) = x² + y² - r²
y = g(u) = r sin (u)

19
Surface Representations
well defined inside/outside
polygons and splines do not have this information

Computing is hard:
implicit functions for a cube?
telephone?

• Implicit surface: F(x,y,z) = 0


– e.g. plane, sphere, cylinder, quadric, torus, blobby models
sphere with radius r : F(x,y,z) = x2+y2+z2-r = 0

– terrible for iterating over the surface


– great for intersections, inside/outside test
20
Quadric Classes
F(x,y,z) = ax2+by2+cz2+2fyz+2gzx+2hxy+2px+2qy+2rz+d=0

ellipsoid parabolic

hyperboloids cone cylinder


21
What Implicit Functions are Good For

F<0?
X + kV F=0?
F>0?

F(X + kV) = 0

Ray - Surface Intersection Test Inside/Outside Test

22
Surfaces from Implicit Functions
• Constant Value Surfaces are called
(depending on whom you ask):
– constant value surfaces
– level sets
– isosurfaces

• Nice Feature: you can add them! (and other


tricks)
– this merges the shapes
– When you use this with spherical exponential potentials, it’s
called Blobs, Metaballs, or Soft Objects. Great for modeling
animals.

23
Blobby Models

[f(x,y,z) = 1.0 / (x^2 + y^2 + z^2)] graph for 1/r^2

form blobs if close

24
Blobby Models

[f(x,y,z) = 1.0 / (x^2 + y^2 + z^2)] graph for 1/r^2

form blobs if close

25
Blobby Models

26
Blobby Models

• Implicit function is the sum of Gaussians centered at


several points in space, minus a threshold

• varying the standard deviations of the Gaussians


makes each blob bigger
• varying the threshold makes blobs merge or separate

27
Blobby Models

28
How to draw implicit surfaces?
• It’s easy to ray trace implicit surfaces
– because of that easy intersection test
• Volume Rendering can display them
• Convert to polygons: the Marching Cubes
algorithm
– Divide space into cubes
– Evaluate implicit function at each cube vertex
– Do root finding or linear interpolation along each
edge
– Polygonize on a cube-by-cube basis

29
Constructive Solid Geometry (CSG)
Generate complex shapes with basic building
blocks
machine an object - saw parts off, drill holes
glue pieces together

30
Constructive Solid Geometry (CSG)
Generate complex shapes with basic building
blocks
machine an object - saw parts off, drill holes
glue pieces together

This is sensible for objects that are actually made


that way (human-made, particularly machined
objects)

31
A CSG Train

Brian Wyvill & students, Univ. of Calgary


32
Negative Objects
•Use point-by-point boolean functions
– remove a volume by using a negative object
– e.g. drill a hole by subtracting a cylinder

Subtract From

To get

Inside(BLOCK-CYL) = Inside(BLOCK) And Not(Inside(CYL))


33
Set Operations
• UNION: Inside(A) || Inside(B)
— Join A and B

• INTERSECTION: Inside(A) && Inside(B)


— Chop off any part of A that sticks out of B.

• SUBTRACTION: Inside(A) && (! Inside(B))


— Use B to Cut A

Examples:
– Use cylinders to drill holes
– Use rectangular blocks to cut slots
– Use half-spaces to cut planar faces
– Use surfaces swept from curves34as jigsaws, etc.
Implicit Functions for Booleans
•Recall the implicit function for a solid: F(x,y,z)<0
•Boolean operations are replaced by arithmetic:
– MAX replaces AND (intersection)
– MIN replaces OR (union)
– MINUS replaces NOT(unary subtraction)
A B
•Thus
– F(Intersect(A,B)) = MAX(F(A),F(B))
F1<0 F2<0
– F(Union(A,B)) = MIN(F(A),F(B))
– F(Subtract(A,B)) = MAX(F(A), -F(B))

F1<0 F2<0
35
Implicit Surfaces

– Good for smoothly blending multiple components


– Clearly defined solid along with its boundary
– Intersection test and Inside/outside test are easy

– Need to polygonaze to render --- expensive


– Interactive control is not easy
– Fitting to real world data is not easy
– Always smooth

36
Announcements
Graded:
Written Assignment – Joel

Michael is out this week

Written part of the second programming


assignment is due Today before the class or
Friday before 9am in Jessica’s mailbox

37

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