© University of Wisconsin, CS559 Spring 2004

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© University of Wisconsin, CS559 Spring 2004 Last Time More on using textures Mipmapping Texture boundaries Modeling intro 4/6/04 © University of Wisconsin, CS559 Spring 2004

© University of Wisconsin, CS559 Spring 2004 Today Polygonal modeling Homework 6 out on Saturday or Sunday 4/6/04 © University of Wisconsin, CS559 Spring 2004

© University of Wisconsin, CS559 Spring 2004 Modeling Overview Modeling is the process of describing an object Sometimes the description is an end in itself eg: Computer aided design (CAD), Computer Aided Manufacturing (CAM) The model is an exact description More typically in graphics, the model is then used for rendering (we will work on this assumption) The model only exists to produce a picture It can be an approximation, as long as the visual result is good The computer graphics motto: “If it looks right it is right” Doesn’t work for CAD 4/6/04 © University of Wisconsin, CS559 Spring 2004

© University of Wisconsin, CS559 Spring 2004 Issues in Modeling There are many ways to represent the shape of an object What are some things to think about when choosing a representation? 4/6/04 © University of Wisconsin, CS559 Spring 2004

Choosing a Representation How well does it represents the objects of interest? How easy is it to render (or convert to polygons)? How compact is it (how cheap to store and transmit)? How easy is it to create? By hand, procedurally, by fitting to measurements, … How easy is it to interact with? Modifying it, animating it How easy is it to perform geometric computations? Distance, intersection, normal vectors, curvature, … 4/6/04 © University of Wisconsin, CS559 Spring 2004

Categorizing Modeling Techniques Surface vs. Volume Sometimes we only care about the surface Rendering and geometric computations Sometimes we want to know about the volume Medical data with information attached to the space Some representations are best thought of defining the space filled, rather than the surface around the space Parametric vs. Implicit Parametric generates all the points on a surface (volume) by “plugging in a parameter” eg (sin cos, sin sin, cos) Implicit models tell you if a point in on (in) the surface (volume) eg x2 + y2 + z2- 1 = 0 4/6/04 © University of Wisconsin, CS559 Spring 2004

© University of Wisconsin, CS559 Spring 2004 Parameterization Parameterization is the process of associating a set of parameters with every point on an object For instance, a line is easily parameterized by a single value Triangles can be parameterized by their barycentric coordinates Polygons can be parameterized by defining a 2D space in the plane of the polygon, and using the 2D coordinates to give you 3D Several properties of a parameterization are important: The smoothness of the mapping from parameter space to 3D points The ease with which the parameter mapping can be inverted Many more We care about parameterizations for several reasons Texture mapping is the most obvious one you have seen so far 4/6/04 © University of Wisconsin, CS559 Spring 2004

Techniques We Will Examine Polygon meshes Surface representation, Parametric representation Prototype instancing and hierarchical modeling Surface or Volume, Parametric Volume enumeration schemes Volume, Parametric or Implicit Parametric curves and surfaces Surface, Parametric Subdivision curves and surfaces Procedural models 4/6/04 © University of Wisconsin, CS559 Spring 2004

© University of Wisconsin, CS559 Spring 2004 Polygon Modeling Polygons are the dominant force in modeling for real-time graphics Why? 4/6/04 © University of Wisconsin, CS559 Spring 2004

© University of Wisconsin, CS559 Spring 2004 Polygons Dominate Everything can be turned into polygons (almost everything) Normally an error associated with the conversion, but with time and space it may be possible to reduce this error We know how to render polygons quickly Many operations are easy to do with polygons Memory and disk space is cheap Simplicity and inertia 4/6/04 © University of Wisconsin, CS559 Spring 2004

What’s Bad About Polygons? What are some disadvantages of polygonal representations? 4/6/04 © University of Wisconsin, CS559 Spring 2004

© University of Wisconsin, CS559 Spring 2004 Polygons Aren’t Great They are always an approximation to curved surfaces But can be as good as you want, if you are willing to pay in size Normal vectors are approximate They throw away information Most real-world surfaces are curved, particularly natural surfaces They can be very unstructured They are hard to globally parameterize (complex concept) How do we parameterize them for texture mapping? It is difficult to perform many geometric operations Results can be unduly complex, for instance 4/6/04 © University of Wisconsin, CS559 Spring 2004

© University of Wisconsin, CS559 Spring 2004 Polygon Meshes A mesh is a set of polygons connected to form an object A mesh has several components, or geometric entities: Faces Edges, the boundary between faces Vertices, the boundaries between edges, or where three or more faces meet Normals, Texture coordinates, colors, shading coefficients, etc Some components are implicit, given the others For instance, given faces and vertices can determine edges Euler’s formula: #Faces + #Vertices – #Edges = 2 - 2Genus, for closed polygon meshes 4/6/04 © University of Wisconsin, CS559 Spring 2004

Polygonal Data Structures Polygon mesh data structures are application dependent Different applications require different operations to be fast Find the neighbor of a given face Find the faces that surround a vertex Intersect two polygon meshes You typically choose: Which features to store explicitly (vertices, faces, normals, etc) Which relationships you want to be explicit (vertices belonging to faces, neighbors, faces at a vertex, etc) 4/6/04 © University of Wisconsin, CS559 Spring 2004

© University of Wisconsin, CS559 Spring 2004 Polygon Soup Many polygon models are just lists of polygons struct Vertex { float coords[3]; } struct Triangle { struct Vertex verts[3]; struct Triangle mesh[n]; glBegin(GL_TRIANGLES) for ( i = 0 ; i < n ; i++ ) { glVertex3fv(mesh[i].verts[0]); glVertex3fv(mesh[i].verts[1]); glVertex3fv(mesh[i].verts[2]); glEnd(); Important Point: OpenGL, and almost everything else, assumes a constant vertex ordering: clockwise or counter-clockwise. Default, and slightly more standard, is counter-clockwise 4/6/04 © University of Wisconsin, CS559 Spring 2004

© University of Wisconsin, CS559 Spring 2004 Cube Soup struct Triangle Cube[12] = {{{1,1,1},{1,0,0},{1,1,0}}, {{1,1,1},{1,0,1},{1,0,0}}, {{0,1,1},{1,1,1},{0,1,0}}, {{1,1,1},{1,1,0},{0,1,0}}, … }; (0,0,1) (0,1,1) (1,0,1) (1,1,1) (0,0,0) (0,1,0) (1,0,0) (1,1,0) 4/6/04 © University of Wisconsin, CS559 Spring 2004

Polygon Soup Evaluation What are the advantages? What are the disadvantages? 4/6/04 © University of Wisconsin, CS559 Spring 2004

Polygon Soup Evaluation What are the advantages? It’s very simple to read, write, transmit, etc. A common output format from CAD modelers The format required for OpenGL BIG disadvantage: No higher order information No information about neighbors No open/closed information No guarantees on degeneracies 4/6/04 © University of Wisconsin, CS559 Spring 2004

© University of Wisconsin, CS559 Spring 2004 Vertex Indirection v0 v4 vertices v0 v1 v2 v3 v4 v1 faces 2 1 1 4 1 2 3 1 3 4 v2 v3 There are reasons not to store the vertices explicitly at each polygon Wastes memory - each vertex repeated many times Very messy to find neighboring polygons Difficult to ensure that polygons meet correctly Solution: Indirection Put all the vertices in a list Each face stores the list indices of its vertices Advantages? Disadvantages? 4/6/04 © University of Wisconsin, CS559 Spring 2004

© University of Wisconsin, CS559 Spring 2004 Cube with Indirection struct Vertex CubeVerts[8] = {{0,0,0},{1,0,0},{1,1,0},{0,1,0}, {0,0,1},{1,0,1},{1,1,1},{0,1,1}}; struct Triangle CubeTriangles[12] = {{6,1,2},{6,5,1},{6,2,3},{6,3,7}, {4,7,3},{4,3,0},{4,0,1},{4,1,5}, {6,4,5},{6,7,4},{1,2,3},{1,3,0}}; 4 7 5 6 3 1 2 4/6/04 © University of Wisconsin, CS559 Spring 2004

Indirection Evaluation Advantages: Connectivity information is easier to evaluate because vertex equality is obvious Saving in storage: Vertex index might be only 2 bytes, and a vertex is probably 12 bytes Each vertex gets used at least 3 and generally 4-6 times, but is only stored once Normals, texture coordinates, colors etc. can all be stored the same way Disadvantages: Connectivity information is not explicit 4/6/04 © University of Wisconsin, CS559 Spring 2004

OpenGL and Vertex Indirection struct Vertex { float coords[3]; } struct Triangle { GLuint verts[3]; struct Mesh { struct Vertex vertices[m]; struct Triangle triangles[n]; Continued… 4/6/04 © University of Wisconsin, CS559 Spring 2004

OpenGL and Vertex Indirection (v1) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3, GL_FLOAT, sizeof(struct Vertex), mesh.vertices); glBegin(GL_TRIANGLES) for ( i = 0 ; i < n ; i++ ) { glArrayElement(mesh.triangles[i].verts[0]); glArrayElement(mesh.triangles[i].verts[1]); glArrayElement(mesh.triangles[i].verts[2]); } glEnd(); 4/6/04 © University of Wisconsin, CS559 Spring 2004

OpenGL and Vertex Indirection (v2) glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(3, GL_FLOAT, sizeof(struct Vertex), mesh.vertices); for ( i = 0 ; i < n ; i++ ) glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, mesh.triangles[i].verts); Minimizes amount of data sent to the renderer Fewer function calls Faster! Another variant restricts the range of indices that can be used - even faster because vertices may be cached Can even interleave arrays to pack more data in a smaller space 4/6/04 © University of Wisconsin, CS559 Spring 2004

© University of Wisconsin, CS559 Spring 2004 Yet More Variants Many algorithms can take advantage of neighbor information Faces store pointers to their neighbors Edges may be explicitly stored Helpful for: Building strips and fans for rendering Collision detection Mesh decimation (combines faces) Slicing and chopping Many other things Information can be extracted or explicitly saved/loaded 4/6/04 © University of Wisconsin, CS559 Spring 2004

© University of Wisconsin, CS559 Spring 2004 Normal Vectors Normal vectors give information about the true surface shape Per-Face normals: One normal vector for each face, stored as part of face Flat shading Per-Vertex normals: A normal specified for every vertex (smooth shading) Can keep an array of normals analogous to array of vertices Faces store vertex indices and normal indices separately Allows for normal sharing independent of vertex sharing 4/6/04 © University of Wisconsin, CS559 Spring 2004

Cube with Indirection and Normals Vertices: (1,1,1) (-1,1,1) (-1,-1,1) (1,-1,1) (1,1,-1) (-1,1,-1) (-1,-1,-1) (1,-1,-1) Normals: (1,0,0) (-1,0,0) (0,1,0) (0,-1,0) (0,0,1) (0,0,-1) Faces ((vert,norm), …): ((0,4),(1,4),(2,4),(3,4)) ((0,0),(3,0),(7,0),(4,0)) ((0,2),(4,2),(5,2),(1,2)) ((2,1),(1,1),(5,1),(6,1)) ((3,3),(2,3),(6,3),(7,3)) ((7,5),(6,5),(5,5),(4,5)) 4/6/04 © University of Wisconsin, CS559 Spring 2004

Storing Other Information Colors, Texture coordinates and so on can all be treated like vertices or normals Lighting/Shading coefficients may be per-face or per-object, rarely per vertex 4/6/04 © University of Wisconsin, CS559 Spring 2004

Indexed Lists vs. Pointers Previous example have faces storing indices of vertices Access a face vertex with: mesh.vertices[mesh.faces[i].vertices[j]] Lots of address computations Works with OpenGL’s vertex arrays Can store pointers directly Access a face vertex with: *(mesh.faces[i].vertices[j]) Probably faster because it requires fewer address computations Easier to write Doesn’t work directly with OpenGL Messy to save/load (pointer arithmetic) Messy to copy (more pointer arithmetic) 4/6/04 © University of Wisconsin, CS559 Spring 2004

© University of Wisconsin, CS559 Spring 2004 Vertex Pointers struct Vertex { float coords[3]; } struct Triangle { struct Vertex *verts[3]; struct Mesh { struct Vertex vertices[m]; struct Triangle faces[n]; glBegin(GL_TRIANGLES) for ( i = 0 ; i < n ; i++ ) { glVertex3fv(*(mesh.faces[i].verts[0])); glVertex3fv(*(mesh.faces[i].verts[1])); glVertex3fv(*(mesh.faces[i].verts[2])); glEnd(); 4/6/04 © University of Wisconsin, CS559 Spring 2004

© University of Wisconsin, CS559 Spring 2004 Meshes from Scanning Laser scanners sample 3D positions One method uses triangulation Another method uses time of flight Some take images also for use as textures Famous example: Scanning the David Software then takes thousands of points and builds a polygon mesh out of them Research topics: Reduce the number of points in the mesh Reconstruction and re-sampling! 4/6/04 © University of Wisconsin, CS559 Spring 2004

© University of Wisconsin, CS559 Spring 2004 Scanning in Action http://www-graphics.stanford.edu/projects/mich/ 4/6/04 © University of Wisconsin, CS559 Spring 2004

© University of Wisconsin, CS559 Spring 2004 Level Of Detail There is no point in having more than 1 polygon per pixel Or a few, if anti-aliasing Level of detail strategies attempt to balance the resolution of the mesh against the viewing conditions Must have a way to reduce the complexity of meshes Must have a way to switch from one mesh to another An ongoing research topic, made even more important as laser scanning becomes popular Also called mesh decimation, multi-resolution modeling and other things 4/6/04 © University of Wisconsin, CS559 Spring 2004

© University of Wisconsin, CS559 Spring 2004 Level of Detail http://www.cs.unc.edu/~geom/SUCC_MAP/ 4/6/04 © University of Wisconsin, CS559 Spring 2004

Problems with Polygons They are inherently an approximation Things like silhouettes can never be prefect without very large numbers of polygons, and corresponding expense Normal vectors are not specified everywhere Interaction is a problem Dragging points around is time consuming Maintaining things like smoothness is difficult Low level representation Eg: Hard to increase, or decrease, the resolution Hard to extract information like curvature 4/6/04 © University of Wisconsin, CS559 Spring 2004