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Rendering Curves and
Surfaces
1
Objectives
• Introduce methods to draw curves
• Approximate with lines
• Finite Differences
• Derive the recursive method for evaluation of Bezier curves and
surfaces
• Learn how to convert all polynomial data to data for Bezier
polynomials
2
Evaluating Polynomials
• Simplest method to render a polynomial curve is to evaluate the
polynomial at many points and form an approximating polyline
• For surfaces we can form an approximating mesh of triangles or
quadrilaterals
• Use Horner’s method to evaluate polynomials
p(u)=c0+u(c1+u(c2+uc3))
• 3 multiplications/evaluation for cubic
3
Finite Differences
4
)()()0(
ukpukp =Λ
)()1()()1(
ukpukpukp −+=Λ
)()1()( )()()1(
ukpukpukp mmm
∆−+∆=Λ +
For equally spaced {uk} we define finite differences
For a polynomial of degree n,
the nth
finite difference is constant
Building a Finite Difference Table
p(u)=1+3u+2u2
+u3
5
Finding the Next Values
Starting at the bottom, we can work up generating new values for the
polynomial
6
deCasteljau Recursion
• We can use the convex hull property of Bezier curves to obtain an
efficient recursive method that does not require any function
evaluations
• Uses only the values at the control points
• Based on the idea that “any polynomial and any part of a polynomial
is a Bezier polynomial for properly chosen control data”
7
Splitting a Cubic Bezier
8
p0, p1 ,p2 ,p3 determine a cubic Bezier polynomial
and its convex hull
Consider left half l(u) and right half r(u)
l(u) and r(u)
9
Since l(u) and r(u) are Bezier curves, we should be able to
find two sets of control points {l0, l1, l2, l3} and {r0, r1, r2, r3}
that determine them
Convex Hulls
10
{l0, l1, l2, l3} and {r0, r1, r2, r3}each have a convex hull that
that is closer to p(u) than the convex hull of {p0, p1, p2, p3}
This is known as the variation diminishing property.
The polyline from l0 to l3 (=r0) to r3 is an approximation
to p(u). Repeating recursively we get better approximations.
Equations
11
Start with Bezier equations p(u)=uT
MBp
l(u) must interpolate p(0) and p(1/2)
l(0) = l0 = p0
l(1) = l3 = p(1/2) = 1/8( p0 +3p1 +3p2 +p3 )
Matching slopes, taking into account that l(u) and r(u)
only go over half the distance as p(u)
l’(0) = 3(l1 - l0) = p’(0) = 3/2(p1 - p0 )
l’(1) = 3(l3 – l2) = p’(1/2) = 3/8(- p0 - p1+ p2 +p3)
Symmetric equations hold for r(u)
Efficient Form
12
l0 = p0
r3 = p3
l1 = ½(p0 + p1)
r1 = ½(p2 + p3)
l2 = ½(l1 + ½( p1 + p2))
r1 = ½(r2 + ½( p1 + p2))
l3 = r0 = ½(l2 + r1)
Requires only shifts and adds!
Every Curve is a Bezier Curve
•We can render a given polynomial using the recursive
method if we find control points for its
representation as a Bezier curve
•Suppose that p(u) is given as an interpolating curve
with control points q
•There exist Bezier control points p such that
•Equating and solving, we find p=MB
-1
MI
13
p(u)=uT
MIq
p(u)=uT
MBp
Matrices
14
Interpolating to Bezier
B-Spline to Bezier
















−−
−−
=−
1000
6
5
3
2
3
3
1
3
1
2
3
3
6
5
0001
1
MM IB












=−
1410
0420
0240
0141
1
MM SB
Example
15
These three curves were all generated from the same
original data using Bezier recursion by converting all
control point data to Bezier control points
Bezier Interpolating B Spline
Surfaces
•Can apply the recursive method to surfaces if we
recall that for 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
16
original and kept new
original and discarded
Second Subdivision
17
16 final points for
1 of 4 patches created
Normals
• For rendering we need the normals if we want to shade
• Can compute from parametric equations
• Can use vertices of corner points to determine
• OpenGL can compute automatically
18
v
vu
u
vu
∂
∂
×
∂
∂
=
),(),( pp
n
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
19
Quadrics
•Any quadric can be written as the quadratic form
pT
Ap+bT
p+c=0 where p=[x, y, z]T
with A, b and c giving the coefficients
•Render by ray casting
• Intersect with parametric ray p(α)=p0+αd that passes through a pixel
• Yields a scalar quadratic equation
• No solution: ray misses quadric
• One solution: ray tangent to quadric
• Two solutions: entry and exit points
20

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Rendering Curves and Surfaces

  • 2. Objectives • Introduce methods to draw curves • Approximate with lines • Finite Differences • Derive the recursive method for evaluation of Bezier curves and surfaces • Learn how to convert all polynomial data to data for Bezier polynomials 2
  • 3. Evaluating Polynomials • Simplest method to render a polynomial curve is to evaluate the polynomial at many points and form an approximating polyline • For surfaces we can form an approximating mesh of triangles or quadrilaterals • Use Horner’s method to evaluate polynomials p(u)=c0+u(c1+u(c2+uc3)) • 3 multiplications/evaluation for cubic 3
  • 4. Finite Differences 4 )()()0( ukpukp =Λ )()1()()1( ukpukpukp −+=Λ )()1()( )()()1( ukpukpukp mmm ∆−+∆=Λ + For equally spaced {uk} we define finite differences For a polynomial of degree n, the nth finite difference is constant
  • 5. Building a Finite Difference Table p(u)=1+3u+2u2 +u3 5
  • 6. Finding the Next Values Starting at the bottom, we can work up generating new values for the polynomial 6
  • 7. deCasteljau Recursion • We can use the convex hull property of Bezier curves to obtain an efficient recursive method that does not require any function evaluations • Uses only the values at the control points • Based on the idea that “any polynomial and any part of a polynomial is a Bezier polynomial for properly chosen control data” 7
  • 8. Splitting a Cubic Bezier 8 p0, p1 ,p2 ,p3 determine a cubic Bezier polynomial and its convex hull Consider left half l(u) and right half r(u)
  • 9. l(u) and r(u) 9 Since l(u) and r(u) are Bezier curves, we should be able to find two sets of control points {l0, l1, l2, l3} and {r0, r1, r2, r3} that determine them
  • 10. Convex Hulls 10 {l0, l1, l2, l3} and {r0, r1, r2, r3}each have a convex hull that that is closer to p(u) than the convex hull of {p0, p1, p2, p3} This is known as the variation diminishing property. The polyline from l0 to l3 (=r0) to r3 is an approximation to p(u). Repeating recursively we get better approximations.
  • 11. Equations 11 Start with Bezier equations p(u)=uT MBp l(u) must interpolate p(0) and p(1/2) l(0) = l0 = p0 l(1) = l3 = p(1/2) = 1/8( p0 +3p1 +3p2 +p3 ) Matching slopes, taking into account that l(u) and r(u) only go over half the distance as p(u) l’(0) = 3(l1 - l0) = p’(0) = 3/2(p1 - p0 ) l’(1) = 3(l3 – l2) = p’(1/2) = 3/8(- p0 - p1+ p2 +p3) Symmetric equations hold for r(u)
  • 12. Efficient Form 12 l0 = p0 r3 = p3 l1 = ½(p0 + p1) r1 = ½(p2 + p3) l2 = ½(l1 + ½( p1 + p2)) r1 = ½(r2 + ½( p1 + p2)) l3 = r0 = ½(l2 + r1) Requires only shifts and adds!
  • 13. Every Curve is a Bezier Curve •We can render a given polynomial using the recursive method if we find control points for its representation as a Bezier curve •Suppose that p(u) is given as an interpolating curve with control points q •There exist Bezier control points p such that •Equating and solving, we find p=MB -1 MI 13 p(u)=uT MIq p(u)=uT MBp
  • 14. Matrices 14 Interpolating to Bezier B-Spline to Bezier                 −− −− =− 1000 6 5 3 2 3 3 1 3 1 2 3 3 6 5 0001 1 MM IB             =− 1410 0420 0240 0141 1 MM SB
  • 15. Example 15 These three curves were all generated from the same original data using Bezier recursion by converting all control point data to Bezier control points Bezier Interpolating B Spline
  • 16. Surfaces •Can apply the recursive method to surfaces if we recall that for 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 16 original and kept new original and discarded
  • 17. Second Subdivision 17 16 final points for 1 of 4 patches created
  • 18. Normals • For rendering we need the normals if we want to shade • Can compute from parametric equations • Can use vertices of corner points to determine • OpenGL can compute automatically 18 v vu u vu ∂ ∂ × ∂ ∂ = ),(),( pp n
  • 19. 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 19
  • 20. Quadrics •Any quadric can be written as the quadratic form pT Ap+bT p+c=0 where p=[x, y, z]T with A, b and c giving the coefficients •Render by ray casting • Intersect with parametric ray p(α)=p0+αd that passes through a pixel • Yields a scalar quadratic equation • No solution: ray misses quadric • One solution: ray tangent to quadric • Two solutions: entry and exit points 20