04/09/02(c) University of Wisconsin, CS559 Last Time Texturing in OpenGL Texturing Options Project 2 is now available. Start as soon as you can. Homework.

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04/09/02(c) University of Wisconsin, CS559 Last Time Texturing in OpenGL Texturing Options Project 2 is now available. Start as soon as you can. Homework 5 is delayed

04/09/02(c) University of Wisconsin, CS559 Today: Modeling So far in class: –We’ve looked at images and image manipulation –We’ve looked at rendering from polygons Next major section: –Modeling

04/09/02(c) University of Wisconsin, CS559 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

04/09/02(c) University of Wisconsin, CS559 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?

04/09/02(c) University of Wisconsin, CS559 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, …

04/09/02(c) University of Wisconsin, CS559 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 x 2 + y 2 + z = 0

04/09/02(c) University of Wisconsin, CS559 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

04/09/02(c) University of Wisconsin, CS559 Polygon Modeling Polygons are the dominant force in modeling for real-time graphics Why?

04/09/02(c) University of Wisconsin, CS559 Polygons Dominate Everything can be turned into polygons (almost everything) We know how to render polygons quickly Many operations are easy to do with polygons Memory and disk space is cheap Simplicity and inertia

04/09/02(c) University of Wisconsin, CS559 What’s Bad About Polygons? What are some disadvantages of polygonal representations?

04/09/02(c) University of Wisconsin, CS559 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 It is difficult to perform many geometric operations –Results can be unduly complex, for instance

04/09/02(c) University of Wisconsin, CS559 Properties of Polygon Meshes Convex/Concave –Convexity makes many operations easier: Clipping, intersection, collision detection, rendering, volume computations, … Closed/Open –Closed if the polygons as a group contain a closed space Can’t have “dangling edges” or “dangling faces” Every edge lies between two faces –Closed also referred to as watertight Simple –Faces intersect each other only at edges and vertices –Edges only intersect at vertices

04/09/02(c) University of Wisconsin, CS559 Polygonal Data Structures There are many ways to store a model made up of polygons –Choice affects ease of particular operations –There is no one best way of doing things, so choice depends on application There are typically three components to a polygonal model: –The location of the vertices –The connectivity - which vertices make up which faces –Associated data: normals, texture coordinates, plane equations, … Typically associated with either faces or vertices

04/09/02(c) University of Wisconsin, CS559 Polygon Soup 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 Many polygon models are just lists of polygons

04/09/02(c) University of Wisconsin, CS559 Polygon Soup Evaluation What are the advantages? What are the disadvantages?

04/09/02(c) University of Wisconsin, CS559 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

04/09/02(c) University of Wisconsin, CS559 Vertex Indirection 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? v0 v2 v1 v4 v3 v0v2v3v4v1vertices faces

04/09/02(c) University of Wisconsin, CS559 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

04/09/02(c) University of Wisconsin, CS559 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…

04/09/02(c) University of Wisconsin, CS559 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();

04/09/02(c) University of Wisconsin, CS559 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

04/09/02(c) University of Wisconsin, CS559 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

04/09/02(c) University of Wisconsin, CS559 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

04/09/02(c) University of Wisconsin, CS559 A Cube 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))

04/09/02(c) University of Wisconsin, CS559 Computing Normal Vectors Many models do not come with normals –Models from laser scans are one example Per-Face normals are easy to compute: –Get the vectors along two edges, cross them and normalize For per-vertex normals: –Compute per-face normals –Average normals of faces surrounding vertex A case where neighbor information is useful –Question of whether to use area-weighted samples –Can define crease angle to avoid smoothing over edges Do not average if angle between faces is greater than crease angle

04/09/02(c) University of Wisconsin, CS559 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 Key idea is sub-structuring: –Faces are sub-structure of objects –Vertices are sub-structure of faces –May have sub-objects –Associate data with appropriate level of substructure

04/09/02(c) University of Wisconsin, CS559 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)

04/09/02(c) University of Wisconsin, CS559 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.gaces[i].verts[0])); glVertex3fv(*(mesh.gaces[i].verts[1])); glVertex3fv(*(mesh.gaces[i].verts[2])); } glEnd();

04/09/02(c) University of Wisconsin, CS559 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!

04/09/02(c) University of Wisconsin, CS559 Scanning in Action

04/09/02(c) University of Wisconsin, CS559 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

04/09/02(c) University of Wisconsin, CS559 Level of Detail

04/09/02(c) University of Wisconsin, CS559 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 information –Eg: Hard to increase, or decrease, the resolution –Hard to extract information like curvature