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Design Realization lecture 2 John Canny 8/28/03
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Last Time Design Realization about the creation of “smart” and often networked artifacts. Goal is fluency in several design media, (3d shape, animation, mechatronics, optics), and interdisciplinary collaboration skills. Class consists of short exercises, contributions to the knowledge repository, and a longer project.
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Updates Class home page is www.cs.berkeley.edu/~jfc/DR/F03 www.cs.berkeley.edu/~jfc/DR/F03 Class swiki (password needed) is up at kettle.cs.berkeley.edu/DesignRealization2 please submit summaries there by next Tues. kettle.cs.berkeley.edu/DesignRealization2 Maya will be available on some machines in HMMB but also on CD for personal class use. First Maya assignment will go out next Tuesday – due in two weeks.
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Section 1: 3D Shape We start by listing some qualities of 3D shape (exercise):
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Section 1: 3D Shape We start by listing some qualities of 3D shape (exercise): Try enumerating “good” shapes (natural and artificial):
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3D Shape Creation Since most people lack 3D input devices, Its usually best to work mostly with 2D shapes (curves) and “lift” them to 3D. The 2D shape can remain an efficient way to edit the 3D shape. c.f. McCullough’s notion of “grain” – how?
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Curve Creation Three ways in Maya: Freehand drawing Setting control points (not on the curve) Setting curve points All 3 actually produce NURB curves (Non- Uniform Rational B-splines)
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Curves Curves have tangents at every point, that define the curve’s direction. A tangent is the straight line which is the limit of curves formed by “zooming in” to the point. Polygonal lines have abrupt changes in tangent at vertices. Spline curves (e.g. NURBS) allow smooth tangents from one curve segment to the next (sketch).
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Curves Most 3D systems use parametric curves. Parametric curves have a single parameter that varies along the curve, usually from 0 to 1. Parameters make it easy to compute tangent curves, and to walk along the curve (e.g. for displaying it).
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3D geometry 3D worlds are defined by 3 (cartesian) coordinates X, Y, and Z. For historical reasons, in most 3D systems, Y is “up” and Z is toward the viewer. These three directions also define three standard views of objects. In addition, there is usually a perspective or orthographic view from a general camera position.
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3D geometry A 3D shape has six degrees of movement freedom: 3 degrees of translation along X, Y, Z 3 degrees of rotation about X, Y, Z
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3D puzzle In Maya, the six degrees of freedom are mapped to mouse movement (two DOF), with one of 3 mouse buttons down (a total of six). BUT… Mouse middle allows translation in X, Y. Mouse right allows translation only in Z. Mouse left allows all three rotational DOF. In other words, one mouse DOF is wasted, and we get all 6 motion DOFs from 5 mouse DOFs. How??
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Resources to answer this question Good books: Hearn and Baker “Computer Graphics (C version), Prentice-Hall Links: JFC’s notes: JFC/past courses/CS184 Laura Down’s notes on quaternions www.cs.berkeley.edu/~laura/cs184/quat/quaternion.html www.cs.berkeley.edu/~laura/cs184/quat/quaternion.html Discussion: relate this to McCullough’s notion of direct vs. indirect manipulation.
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3D surfaces NURB surfaces are built from NURB curves, and smoothly skin between them. Surfaces are also parametric, with two parameters this time (u, and v), typically between 0 and 1. Each surface point has two tangents (one each along u and v directions), and a normal which is off the surface.
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Continuity and degree The default NURBs in Maya have (algebraic) degree 3. A curve has degrees of freedom as well (sketch). The higher the algebraic degree, the more degrees of freedom the curve has. Higher degrees of freedom allow higher degrees of smoothness (or continuity) between curve segments.
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Continuity and appearance High continuity is important for appearance of smooth, glossy surfaces. Automotive models may need 4 th order or higher continuity. Other properties, especially curvature, may be limited by the fabrication process.
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Resources again Good books on graphics: Hearn and Baker “Computer Graphics (C version), Prentice-Hall Links: JFC’s notes: JFC/past courses/CS184 The “Maya 4.5 Bible”
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Wrap-up Finish the Itten and McCullough readings. Write short summaries (< 1 page), and post to Swiki by next Tuesday. Wait ‘til tomorrow for submission page. Maya CDs should be available on Tuesday next week, when the assignment will go out.
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