SURFACES (W2) Flashcards

1
Q

What are the 4 ways to define a surface?

A

1) Explicit: mesh, point
2) Tensor product splines
3) Implicit: formula
4) Procedural surfaces

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2
Q

What is a mesh representation

A

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

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3
Q

Defining a surface using bezier and b-spline curves

A

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

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4
Q

Surface formula

A

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

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5
Q

What is a bicubic bezier surface

A

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

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6
Q

What is a parametric surface

A

Interchangeable with “Tensor Product splines”
A more general term for when we can define our surface using parameters
Include bicubic bezier surfaces

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7
Q

Derivatives of a specific point P on a 3D surface

A

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

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8
Q

Adv and Disadv of Tensor Product splines

A

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

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9
Q

What do we call a small set of a surface

A

A Patch

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10
Q

Defining a patch

A

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

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11
Q

Patches and curves In Matrix form:

A

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

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12
Q

What do we call the technique used to paint dimensionality on a surface

A

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

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13
Q

What is tesselation

A

Or subdivision
To make the surface smooth again once we have displaced the points

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14
Q

What is Chaikin’s Algorithm

A

“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

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15
Q

What are Implicit surfaces(adv and disadv)

A

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

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16
Q

Working out if a point is inside or outside a curve

A

f(x,y) = 0 : on the curve
f(x,y) < 0 : inside the curve
f(x,y) > 0 : outside the curve

17
Q

Surfaces of revolution (procedural surfaces)

A

Uses a base shape then revolves it around an axis
S(u,v) = R(v)q(u)
Where R is a rotation matrix that only travels in v direction
and q is a line in the u direction

18
Q

Generalised cylinders (procedural surfaces)

A

Given a 2d profile and a 3d curve
Sweep the profile along the 3d curve
S(u,v) = M(c(v))q(u))
c is the trajectory
q is the profile curve itself
M is the rotation

Surface of revolution can be seen as a special case of a generalised curve when the trajectory (c) is a circle

19
Q

Frenet Frame

A

Is defined by the first derivative of a point on a surface (Tangent - giving us the velocity)
Also have the second and third derivatives of the curve

20
Q

Frenet frames: Inflection problem

A

When the curve face flips so the sign changes

21
Q

Point set

A

Just a noisy point cloud
Not connected to anything
Can define a reasonable surface
Application: laser range outputs a point set
Can be very favourable in modelling for implicit surfaces and points sets