Introduction to Parametric Curve and Surface Modeling.

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Introduction to Parametric Curve and Surface Modeling
Presentation transcript:

Introduction to Parametric Curve and Surface Modeling

Motivation Parametric curves and surfaces are intended to provide the generality of polygon meshes but with fewer parameters for smooth surfaces Polygon meshes have as many parameters as there are vertices (at least) Fewer parameters makes it faster to create a curve, and easier to edit an existing curve Normal fields can be properly defined everywhere Parametric curves are easier to animate than polygon meshes

What is it? Define a parameter space 1D for curves 2D for surfaces Define a mapping from parameter space to 3D points A function that takes parameter values and gives back 3D points The result is a parametric curve or surface 0 t1 Mapping F :t → (x, y, z)

Parametric Curves We have seen the parametric form for a line: Note that x, y and z are each given by an equation that involves: The parameter t Some user specified control points, x 0 and x 1 This is an example of a parametric curve

Hermite Spline A spline is a parametric curve defined by control points The term spline dates from engineering drawing, where a spline was a piece of flexible wood used to draw smooth curves The control points are adjusted by the user to control the shape of the curve A Hermite spline is a curve for which the user provides: The endpoints of the curve The parametric derivatives of the curve at the endpoints The parametric derivatives are dx/dt, dy/dt, dz/dt That is enough to define a cubic Hermite spline, more derivatives are required for higher order curves

Hermite Spline (2) Say the user provides A cubic spline has degree 3, and is of the form: For some constants a, b, c and d derived from the control points, but how? We have constraints: The curve must pass through x 0 when t=0 The derivative must be x’ 0 when t=0 The curve must pass through x 1 when t=1 The derivative must be x’ 1 when t=1

Hermite Spline (3) Solving for the unknowns gives: Rearranging gives: or

Basis Functions A point on a Hermite curve is obtained by multiplying each control point by some function and summing The functions are called basis functions

Hermite curves in 2D and 3D We can treat x in the mapping as a vector. Its components can be explicitly written as

Bezier Curves (1) Different choices of basis functions give different curves Choice of basis determines how the control points influence the curve In Hermite case, two control points define endpoints, and two more define parametric derivatives For Bezier curves, two control points define endpoints, and two control the tangents at the endpoints in a geometric way

Some Bezier Curves

Bezier Curves (2) The user supplies d control points, p i Write the curve as: The functions B i d are the Bernstein polynomials of degree d This equation can be written as a matrix equation also There is a matrix to take Hermite control points to Bezier control points

Bezier Basis Functions for d=3

Bezier Curve Matrix Convert Bezier control points to Hermite control points

Bezier Curve Properties The first and last control points are interpolated The tangent to the curve at the first control point is along the line joining the first and second control points The tangent at the last control point is along the line joining the second last and last control points The curve lies entirely within the convex hull of its control points The Bernstein polynomials (the basis functions) sum to 1 and are everywhere positive They can be rendered in many ways E.g.: Convert to line segments with a subdivision algorithm

16 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Convex Hull Property The properties of the Bernstein polynomials ensure that all Bezier curves lie in the convex hull of their control points Hence, even though we do not interpolate all the data, we cannot be too far away p0p0 p1p1 p2p2 p3p3 convex hull Bezier curve

Rendering Bezier Curves (1) Evaluate the curve at a fixed set of parameter values and join the points with straight lines Advantage: Very simple Disadvantages: Expensive to evaluate the curve at many points No easy way of knowing how fine to sample points, and maybe sampling rate must be different along curve No easy way to adapt. In particular, it is hard to measure the deviation of a line segment from the exact curve

Rendering Bezier Curves (2) Recall that a Bezier curve lies entirely within the convex hull of its control vertices If the control vertices are nearly collinear, then the convex hull is a good approximation to the curve Also, a cubic Bezier curve can be broken into two shorter cubic Bezier curves that exactly cover the original curve This suggests a rendering algorithm: Keep breaking the curve into sub-curves Stop when the control points of each sub-curve are nearly collinear Draw the control polygon - the polygon formed by the control points

Sub-Dividing Bezier Curves P0P0 P1P1 P2P2 P3P3 M 01 M 12 M 23 M 012 M 123 M 0123

Sub-Dividing Bezier Curves P0P0 P1P1 P2P2 P3P3

Step 1: Find the midpoints of the lines joining the original control vertices. Call them M 01, M 12, M 23 Step 2: Find the midpoints of the lines joining M 01, M 12 and M 12, M 23. Call them M 012, M 123 Step 3: Find the midpoint of the line joining M 012, M 123. Call it M 0123 The curve with control points P 0, M 01, M 012 and M 0123 exactly follows the original curve from the point with t=0 to the point with t=0.5 The curve with control points M 0123, M 123, M 23 and P 3 exactly follows the original curve from the point with t=0.5 to the point with t=1

de Casteljau’s Algorithm You can find the point on a Bezier curve for any parameter value t with a similar algorithm Say you want t=0.25, instead of taking midpoints take points 0.25 of the way P0P0 P1P1 P2P2 P3P3 M 01 M 12 M 23 t=0.25

Invariance Translational invariance means that translating the control points and then evaluating the curve is the same as evaluating and then translating the curve Rotational invariance means that rotating the control points and then evaluating the curve is the same as evaluating and then rotating the curve These properties are essential for parametric curves used in graphics It is easy to prove that Bezier curves, Hermite curves and everything else we will study are translation and rotation invariant Some forms of curves, rational splines, are also perspective invariant Can do perspective transform of control points and then evaluate the curve

Longer Curves A single cubic Bezier or Hermite curve can only capture a small class of curves At most 2 inflection points One solution is to raise the degree Allows more control, at the expense of more control points and higher degree polynomials Control is not local, one control point influences entire curve Alternate, most common solution is to join pieces of cubic curve together into piecewise cubic curves Total curve can be broken into pieces, each of which is cubic Local control: Each control point only influences a limited part of the curve Interaction and design is much easier

Piecewise Bezier Curve “knot” P 0,0 P 0,1 P 0,2 P 0,3 P 1,0 P 1,1 P 1,2 P 1,3

Continuity When two curves are joined, we typically want some degree of continuity across the boundary (the knot) C 0, “C-zero”, point-wise continuous, curves share the same point where they join C 1, “C-one”, continuous derivatives, curves share the same parametric derivatives where they join C 2, “C-two”, continuous second derivatives, curves share the same parametric second derivatives where they join Higher orders possible Question: How do we ensure that two Hermite curves are C 1 across a knot? Question: How do we ensure that two Bezier curves are C 0, or C 1, or C 2 across a knot?

Achieving Continuity For Hermite curves, the user specifies the derivatives, so C 1 is achieved simply by sharing points and derivatives across the knot For Bezier curves: They interpolate their endpoints, so C 0 is achieved by sharing control points The parametric derivative is a constant multiple of the vector joining the first/last 2 control points So C 1 is achieved by setting P 0,3 =P 1,0 =J, and making P 0,2 and J and P 1,1 collinear, with J-P 0,2 =P 1,1 -J C 2 comes from further constraints on P 0,1 and P 1,2

Bezier Continuity P 0,0 P 0,1 P 0,2 J P 1,1 P 1,2 P 1,3 Disclaimer: PowerPoint curves are not Bezier curves, they are interpolating piecewise quadratic curves! This diagram is an approximation.

Problem with Bezier Curves To make a long continuous curve with Bezier segments requires using many segments Maintaining continuity requires constraints on the control point positions The user cannot arbitrarily move control vertices and automatically maintain continuity The constraints must be explicitly maintained It is not intuitive to have control points that are not free