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Conversion between Representations
Example: Convert a curve from a cubic B-spline curve to the Bézier form:
From Curve to Surface Recall that a parametrically defined curve in 3D is
given by three univariate functions:
where 0 ≤u≤1 By varying u from 0 to 1, a curve is swept out in 3D Similarly, a parametric surface is defined by three
bivariate functions:
where 0 ≤u≤1 and 0 ≤v≤1 By varying u from 0 to 1while keeping v constant, a
curve is swept out in 3D An infinity of such curves exists as v is varied from 0 to
1, and this defines a surface in 3D
Parametric Surfaces A single surface element, also known as a
patch, is the surface traced out as the parameters (u,v) take all values between 0 and 1
Complex surfaces are modelled using nets of individual patches analogous to the way in which complex curves are made up of individual curve segments
The teapot is made up of32 Bézier patches
Like in the case of curves, cubic basis functions, which are a good compromise between complexity and flexibility, are most commonly used in compute graphics
Bicubic parametric patches are defined over a rectangular domain in u,v-space and the boundary curves of the patch are themselves cubic polynomial curves
Parametric Surfaces Advantages of patch representation over
polygon mesh representation: Conciseness: A parametric representation of a
surface is “exact” and “economic”, and mass properties, like surface area and volume, are extractable from such a description
Parametric Surfaces Deformation and shape change:
Deformation of a parametric surface can be achieved by moving the control points that define it. The deformations will appear just as smooth and accurately represented as the un-deformed counterpart when rendered
Bicubic Surfaces A bicubic parametric patch can be expressed in
terms of the basis function and the control points:
where pij is a set of 16 control points:
The net of control points forms a polyhedron in cartesian space and the position of the points in this space control shape of the surface
Bicubic Surfaces Matrix formulation:
where
The matrix M is the characteristic matrix of the particular form e.g.,MB for Bézier patch and MBS for B-spline patch
The matrix P is a 4×4 matrix that contains the 16 control points
Bézier Patch A Bézier patch is defined in matrix notion by:
and alternatively by:
Note that the boundary curves of a Bézier patch are themselves Bézier curves, e.g.,
The Bézier patch hasanalogous properties to and advantages of the Bézier curve
Bézier Patch Joining 2 Bézier patches
Q and R with control points qij and rij Zero order continuity:
q3i= r0i for i =0,…,3 First order continuity:
(q3i–q2i) =k(r1i–r0i)for i =0,…,3
The above constraints may be too severe:
Any corner point cannotbe moved withoutcontrolling 8 adjacentpoints to maintaincontinuity
Bézier Patch Similarly, a Bézier Patch can be rendered by
successively subdividing the control polygons into a series of polygons that represent the Bézier surface to a given tolerance in curvature.
The process of recursive subdivision of a Bézier Patch is called patch splitting.
The result polygons from patch splitting can be passed to a conventional polygon render and standard rendering techniques can be used to render surfaces made up of nets of patches.
Bézier Patch Due to the orthogonality of the parametric
directions u& v, a Bézier patch can be split in one parameter without considering the other
Bézier Patch Consider a patch to be made up of 4
curves, the control points of which correspond to the rows / columns of P
Splitting is then applied to these curves separately, yielding 2 sets of 4 curves qij& rij
These 2 sets of 4 curves then give 2 subpatches of the original patch
Bézier Patch A given patch is subdivided down until the
convex hull is deem to be sufficiently planar and the edges are sufficiently linear: Flatness is tested by forming a plane
between 3 corner control points and measuring how far the remaining control points deviate from this plane
Linearity of the edges is tested by measuring how far the interior control points of the edge deviate from the line joining the end control points
Bézier Patch The patch is then turned into 2 triangles by
taking the 4 corners of the patch as the triangle vertices
The surface normal at each corner is then computed as the cross product of the 2 tangent vectors at the corner, e.g.,
Bézier Patch The cracking problem will appear due to the
independent subdivision of adjacent subpatches: