Chapter VI Parametric Curves and Surfaces

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Presentation transcript:

Chapter VI Parametric Curves and Surfaces

Line Segment Recall that in Chapter 3, a ray defined by the start point and the direction vector is represented in a parametric equation. Now consider a line segment between two end points, p0 and p1. The vector connecting p0 and p1, p1-p0, corresponds to the direction vector, and therefore the line segment can be represented in the following parametric equation: p1-p0 p1 p0 p(t)=p0+t(p1-p0) =(1-t)p0+tp1

Line Segment (cont’d) A line segment connecting two end points is represented as a linear interpolation of the points. The line segment may be considered as being divided into two parts by p(t), and the weight for an end point is proportional to the length of the part “on the opposite side,” i.e., the weights for p0 and p1 are (1-t) and t, respectively. [from Wikipedia]

Quadratic Bézier Curve de Casteljau algorithm = recursive linear interpolations for defining a curve The quadratic Bézier curve interpolates the end points, p0 and p2, and is pulled toward p1, but does not interpolate it. [from Wikipedia]

Cubic Bézier Curve The cubic Bézier curve interpolates the end points, p0 and p3, and is pulled toward p1 and p2. [from Wikipedia]

Quartic Bézier Curve The de Casteljau algorithm can be applied for a higher-degree Bézier curve. For example, a quartic (degree-4) Bézier curve can be constructed using five points. Such higher-degree curves often reveal undesired wiggles. Worse still, they do not bring significant advantages. In contrast, quadratic curves have little flexibility. Therefore, cubic Bézier curves are most popularly used in the graphics field. [from Wikipedia]

Bézier Curve – Control Points and Bernstein Polynomials The points pis are called control points. A degree-n Bézier curve requires (n+1) control points. The coefficients associated with the control point are polynomials of parameter t, and are named Bernstein polynomials.

Bézier Curve – Control Point Order Different orders of the control points produce different curves.

Bézier Curve – Tessellation for Rendering The typical method to display a Bézier curve is to approximate it using a series of line segments. This process is often called tessellation. It evaluates the curve at a fixed set of parameter values, and joins the evaluated points with straight lines.

Bézier Curve – Affine Invariance

Hermite Curve

Catmull-Rom Spline A spline (piecewise curve) composed of cubic Hermite curves passes through the given points qis. Two adjacent Hermite curves should share the tangent vector at their junction. The tangent vector at qi is parallel to the vector connecting qi-1 and qi+1.

Application

Application (cont’d)

Bilinear Patch Combination of linear interpolations using four control points Matrix representation where the center matrix corresponds to the control point net

Bilinear Patch (cont’d) Tessellation with nested for loops

Bilinear Patch (cont’d) Let’s reverse the order of u and v in linear interpolations.

Bilinear Patch (cont’d) The control points are not necessarily in a plane, and consequently the bilinear patch is not necessarily a plane.

Biquadratic Bézier Patch A simple extension of bilinear patch

Biquadratic Bézier Patch (cont’d)

Biquadratic Bézier Patch (cont’d) Another example

Biquadratic Bézier Patch (cont’d) So far, we have seen two-stage explicit evaluation. Now, let’s see repeated bilinear interpolations, which produce the same result.

Bicubic Bézier Patch A simple extension of biquadratic Bézier patch We can of course reverse the order of u and v.

Bicubic Bézier Patch (cont’d) Let’s apply repeated bilinear interpolations. Tessellation and rendering result

Shape Control

Bézier Triangle Degree-1 Bézier triangle The weights (u,v,w) are called the barycentric coordinates of p. The triangle is divided into three sub-triangles, and the weight given for a control point is proportional to the area of the sub-triangle “on the opposite side.” Obviously, u+v+w=1, and therefore w can be replaced by (1-u-v).

Bézier Triangle (cont’d) Degree-2 Bézier triangle See what s represents when u=0 and u=1.

Bézier Triangle (cont’d) Degree-3 Bézier triangle