SURFACES (W2) Flashcards
What are the 4 ways to define a surface?
1) Explicit: mesh, point
2) Tensor product splines
3) Implicit: formula
4) Procedural surfaces
What is a mesh representation
Either a triangle or a polygon mesh
Each polyline or face is defined by a set of vertices
Can subdivide to make the surface smoother
Defining a surface using bezier and b-spline curves
If we have multiple bezier curves vertically eg at v=0, v=1, …v=n
We can build a surface by defining the surface horizontally with more splines
So we are reusing control points to define multiple curves
Surface formula
Can be defined in the same way as a curve
P(u, v) = (1-u)^3 P1(v)
+ 3u(1-u)^2 P2 (v)
+ 3u^2(1-u) P3 (v)
+ u^3 P4 (v)
The v tells us where along the surface we put that bezier curve
What is a bicubic bezier surface
When the surface is built both horizontally and vertically using bezier curves
We can always keep adding more
-The control points are reused so we are saving space
What is a parametric surface
Interchangeable with “Tensor Product splines”
A more general term for when we can define our surface using parameters
Include bicubic bezier surfaces
Derivatives of a specific point P on a 3D surface
We can use v (more vertical) and u as the axis of the surface
δP / δu
δP / δv
We can go in either v or u direction and find that velocity (T or B)
We can also compute the normal using the 2nd derivative
We can find the binormal (B) by finding the cross-product of the Tangent and Normal
Adv and Disadv of Tensor Product splines
Adv
Takes up less storage space - only needs control points
Based on NURBS, very good for rendering
Disadv
Harder to render as they are often converted to triangles by the GPU at the end anyway
Harder to define patch boundaries
What do we call a small set of a surface
A Patch
Defining a patch
We can define a patch P using u and v
P(u,v)
At a specific point x
Px(u,v) =
[B1(u),…B4(u)] (1x4 matrix).
[Px1,1….Px4,4] (4x4 matrix).
[B1(v),…(B4(v)] (4x1 matrix)
So now we have to Bernstein functions, one in u direction and one in v direction
Px are the control points
Patches and curves In Matrix form:
Curves:
P(t) = GBT(t)
Patches:
Px(u,v) = T(u)^T. B^T. G^x.B.T(v)
G is now specifically defined at point x
Add B transpose as we need both directions now (u and v)
And same for T transpose
What do we call the technique used to paint dimensionality on a surface
Displacement
When we do not want a surface to be smooth
Eg the whiter we make a pixel, the more it will travel up in the normal when modelled
What is tesselation
Or subdivision
To make the surface smooth again once we have displaced the points
What is Chaikin’s Algorithm
“corner-cutting”
A subdivision technique
We start with “the control polygon” with vertices called “the control points”
Then subdivide further and further until we reach a smooth line or surface called “the limit”
Produces a quadratic B-spline curve
What are Implicit surfaces(adv and disadv)
We are given a formula and can define a surface in a 3D space
Adv
Very efficient if we want to a check whether a point is inside or outside, we just have to substitute x,y,z values into the formula
Efficient for boolean operations
Can handle weird topology, eg holes
Disadv
It cannot easily generate points on the surfaces eg a bump
Hard to define asymmetric geometry