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8. Mathematic Modelling of Objects 8.3. Modelling of Point clouds
8.3. Mathematic Modelling of Objects 8.3.1. 	Definition Point clouds are sets of discrete values clustered in a certain area. In Computer Graphics: unordered set of points in a catesian coordinate system ,[object Object]
No composition of points (no planes)
No predefined orderConclusion
8.3. Mathematic Modelling of Objects 8.3.2.	Properties Objects don‘t have facettes  Textures can‘t be used Objects don‘t have face normals ,[object Object]
Color of each point must be definedEach point is rendered (no face culling because of absence of faces) Tight-packed points construct point clusters ,[object Object],[object Object]
8.3. Modellierung von Punktewolken 8.3.4.		Programmierung […] #define M 4		//Größe des Objekts #define ABSTAND 0.1	//Abstand der Einzelpunkte //Zeichne Punkte glBegin(GL_POINT); { intx,y,z; for(int i=0; i<100; i++) { 	// pro Durchgang: erhöhe den Tiefenwert; Baue Objekt erst Spalten- 	// dann Zeilenweise auf. z=i%M; x=((int)(i/M))%(M*M); y=(int)(i/(M*M)); 	// Setze Farbwert 		glColor4f(0.0f, 0.12f, 0.75f, 0.8f); 	// Setze Position 	glVertex3f(ABSTAND*x, ABSTAND*y, ABSTAND*z); 	} } glEnd(); […]  Vorteil: Bewegung in das Objekt möglich
8.3. Mathematic Modelling of Objects 8.3.5. 	professional generationofpointcloudobjects manualgenerationofpointclouds time intensive / not applicable ,[object Object],3D camerarecords Laser scansof solid objects MRI (MagneticResonance Imaging) X-raying
8.3. Mathematic Modelling of Objects 8.3.6. Conversion point cloud – polygonial net 	 (Meshing) First approach for conversion: Triangulation (triangle construction)  Graham-Algorithmus 2-dimensional: detect point with lowest y-value Afterwards: connection of the other points depending on the angle to seed point, beginning with the lowest interconnect environment points according to angle order
8.3. Mathematic Modelling of Objects 8.3.6. Conversion point cloud – polygonial net 	 (Meshing) Last step: delete concave corner points
8.3. Mathematic Modelling of Objects 8.3.6. Conversion point cloud – polygonial net 	 (Meshing) Second approach: construction of polygon according to human thinking  Two-Peasant – Graphs Detection of points with x-maximum and x-minimum seperation of cloud in upper and lower half order halfs interconnection of sequential points of upper half from min(x) to max(x) Interconnection of sequential points of lower half from max(x) to min(x)
8.3. Modellierung von Punktewolken 8.3.6. Umwandlung Punktewolke - Dreiecksnetz Übergang 2D-3D: Mustererkennung Anwendbar bei Wissen über geometrische Zusammensetzung der Szene (Beispiel: Billard-Tisch) Vergleich einzelner Punktehaufen mit mathematischer Objektbeschreibung Objekt modellieren wenn genügende Anzahl (Schwellwert) an Punkte auf Objektbeschreibung zutrifft Billard: Kugel definiert durch Mittelpunkt und Radius x−x02+y−y02+ z−z02= r2  
8.3. Modellierung von Punktewolken 8.3.6. Umwandlung Punktewolke - Dreiecksnetz Suche von Minimum- und Maximum-Punkt für x-, y- und z-Werte Verbindung der Punkte; Halbierung der Strecken; Mittelwerte der Beträge halben Strecken  mgl. Radius P0= xPxMin+xPxMax−xPxMin2zPyMin+yPyMax−yPyMin2zPzMin+zPzMax−zPzMin2 Test nach genannter Formel, ob Oberflächenpunkte zu Kugel zugehörig  
8.3. Mathematic Modelling of Objects 8.3.6. Conversion point cloud – polygonial net 	 (Meshing) Last presentedpossiblity: 3D-facettes byMarching Cubes weightingofcornerpoints Constructionofweightedvoxels Check per voxel: cornersexceedingcertainthreshold; indexcontatenationofincludingcorners check Look-Up Table forpolygonconfiguration compositionofvoxel-cuberesultstooneobjects facettenormalscanbesaved inLook-Up Table too
8.3. Modellierung von Punktewolken 8.3.6. Umwandlung Punktewolke - Dreiecksnetz 1 Voxel; Bsp.-Wert: 105 = 1|4|6|7 20+23+25+26=105   105
8.4. Constructive Solid  Geometry (CSG) ,[object Object]
construction: compostion of multiple objects
Application: virtual objects for construction of real objects ,[object Object]

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Computer Graphics Modellering engels

  • 1. 8. Mathematic Modelling of Objects 8.3. Modelling of Point clouds
  • 2.
  • 3. No composition of points (no planes)
  • 5.
  • 6.
  • 7. 8.3. Modellierung von Punktewolken 8.3.4. Programmierung […] #define M 4 //Größe des Objekts #define ABSTAND 0.1 //Abstand der Einzelpunkte //Zeichne Punkte glBegin(GL_POINT); { intx,y,z; for(int i=0; i<100; i++) { // pro Durchgang: erhöhe den Tiefenwert; Baue Objekt erst Spalten- // dann Zeilenweise auf. z=i%M; x=((int)(i/M))%(M*M); y=(int)(i/(M*M)); // Setze Farbwert glColor4f(0.0f, 0.12f, 0.75f, 0.8f); // Setze Position glVertex3f(ABSTAND*x, ABSTAND*y, ABSTAND*z); } } glEnd(); […]  Vorteil: Bewegung in das Objekt möglich
  • 8.
  • 9. 8.3. Mathematic Modelling of Objects 8.3.6. Conversion point cloud – polygonial net (Meshing) First approach for conversion: Triangulation (triangle construction)  Graham-Algorithmus 2-dimensional: detect point with lowest y-value Afterwards: connection of the other points depending on the angle to seed point, beginning with the lowest interconnect environment points according to angle order
  • 10. 8.3. Mathematic Modelling of Objects 8.3.6. Conversion point cloud – polygonial net (Meshing) Last step: delete concave corner points
  • 11. 8.3. Mathematic Modelling of Objects 8.3.6. Conversion point cloud – polygonial net (Meshing) Second approach: construction of polygon according to human thinking  Two-Peasant – Graphs Detection of points with x-maximum and x-minimum seperation of cloud in upper and lower half order halfs interconnection of sequential points of upper half from min(x) to max(x) Interconnection of sequential points of lower half from max(x) to min(x)
  • 12. 8.3. Modellierung von Punktewolken 8.3.6. Umwandlung Punktewolke - Dreiecksnetz Übergang 2D-3D: Mustererkennung Anwendbar bei Wissen über geometrische Zusammensetzung der Szene (Beispiel: Billard-Tisch) Vergleich einzelner Punktehaufen mit mathematischer Objektbeschreibung Objekt modellieren wenn genügende Anzahl (Schwellwert) an Punkte auf Objektbeschreibung zutrifft Billard: Kugel definiert durch Mittelpunkt und Radius x−x02+y−y02+ z−z02= r2  
  • 13. 8.3. Modellierung von Punktewolken 8.3.6. Umwandlung Punktewolke - Dreiecksnetz Suche von Minimum- und Maximum-Punkt für x-, y- und z-Werte Verbindung der Punkte; Halbierung der Strecken; Mittelwerte der Beträge halben Strecken  mgl. Radius P0= xPxMin+xPxMax−xPxMin2zPyMin+yPyMax−yPyMin2zPzMin+zPzMax−zPzMin2 Test nach genannter Formel, ob Oberflächenpunkte zu Kugel zugehörig  
  • 14. 8.3. Mathematic Modelling of Objects 8.3.6. Conversion point cloud – polygonial net (Meshing) Last presentedpossiblity: 3D-facettes byMarching Cubes weightingofcornerpoints Constructionofweightedvoxels Check per voxel: cornersexceedingcertainthreshold; indexcontatenationofincludingcorners check Look-Up Table forpolygonconfiguration compositionofvoxel-cuberesultstooneobjects facettenormalscanbesaved inLook-Up Table too
  • 15. 8.3. Modellierung von Punktewolken 8.3.6. Umwandlung Punktewolke - Dreiecksnetz 1 Voxel; Bsp.-Wert: 105 = 1|4|6|7 20+23+25+26=105   105
  • 16.
  • 17. construction: compostion of multiple objects
  • 18.
  • 21.
  • 22. cube
  • 24. cone
  • 25. torus
  • 26.
  • 27. 8.4. Constructive Solid Geometry (CSG) 8.4.3. Application Domain similarapplicationdomainsaspolygonialobjects Computer Aided Design (CAD) forRapid Prototypingand Manufacturing; Product- andJewellery design Spacecraft Simulation; ComponentPrototyping Mechanical Engineering: Modellingofnew Engine Components major CAD systems: Autodesk SolidWorks, Catia, ProEngineer
  • 28. 8.4. Constructive Solid Geometry (CSG) 8.4.3. Application Domain
  • 29. 8.4. Constructive Solid Geometry (CSG) 8.4.4. boolean object combination Union: united set of objects objects are into each other Difference: all points of a basic object, which are not included in the combined object Intersection: Points, included in all combined objects
  • 30. 8.4. Constructive Solid Geometry (CSG) 8.4.4. boolean object combination objectmodelling via treestructure Example…  ⊆   ∩ U Ball Cube Ball Ball …
  • 31.