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UT CS 384G - Subdivision surfaces

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University of Texas at Austin CS384G - Computer Graphics Spring 2010 Don FussellSubdivision surfacesUniversity of Texas at Austin CS384G - Computer Graphics Spring 2010 Don Fussell 2ReadingRecommended:Stollnitz, DeRose, and Salesin. Wavelets forComputer Graphics: Theory and Applications,1996, section 10.2.University of Texas at Austin CS384G - Computer Graphics Spring 2010 Don Fussell 3Building complex modelsWe can extend the idea of subdivision from curves to surfaces…University of Texas at Austin CS384G - Computer Graphics Spring 2010 Don Fussell 4Subdivision surfacesChaikin’s use of subdivision for curves inspiredsimilar techniques for subdivision surfaces.Iteratively refine a control polyhedron (orcontrol mesh) to produce the limit surfaceusing splitting and averaging steps.jjM!"= lim#University of Texas at Austin CS384G - Computer Graphics Spring 2010 Don Fussell 5Triangular subdivisionThere are a variety of ways to subdivide a poylgonmesh.A common choice for triangle meshes is 4:1subdivision – each triangular face is split into foursubfaces:University of Texas at Austin CS384G - Computer Graphics Spring 2010 Don Fussell 6Loop averaging stepOnce again we can use masks for the averaging step:whereThese values, due to Charles Loop, are carefully chosen to ensuresmoothness – namely, tangent plane or normal continuity.Note: tangent plane continuity is also known as G1 continuity for surfaces. ! Q "#(n)Q + Q1+ L + Qn#(n) + n! "(n) =n(1#$(n))$(n)$(n) =54#(3 + 2cos(2%/n))232University of Texas at Austin CS384G - Computer Graphics Spring 2010 Don Fussell 7Loop evaluation and tangent masksAs with subdivision curves, we can split and average anumber of times and then push the points to their limitpositions.whereHow do we compute the normal? ! Q"=#(n)Q + Q1+ L + Qn#(n) + nT1"=$1(n)Q1+$2(n)Q2+ L +$n(n)QnT2"=$n(n)Q1+$1(n)Q2+ L +$n%1(n)Qn! "(n) =3n#(n)$i(n) = cos(2%i /n)University of Texas at Austin CS384G - Computer Graphics Spring 2010 Don Fussell 8Recipe for subdivision surfacesAs with subdivision curves, we can now describea recipe for creating and rendering subdivisionsurfaces:Subdivide (split+average) the control polyhedron a fewtimes. Use the averaging mask.Compute two tangent vectors using the tangent masks.Compute the normal from the tangent vectors.Push the resulting points to the limit positions. Use theevaluation mask.Render!University of Texas at Austin CS384G - Computer Graphics Spring 2010 Don Fussell 9Adding creases without trim curvesIn some cases, we want a particular feature such as a crease to bepreserved. With NURBS surfaces, this required the use of trim curves.For subdivision surfaces, we canjust modify the subdivision mask:This gives rise to G0 continuous surfaces (i.e., having positional butnot tangent plane continuity)University of Texas at Austin CS384G - Computer Graphics Spring 2010 Don Fussell 10Creases without trim curves, cont.Here’s an example using Catmull-Clarksurfaces (based on subdividing quadrilateralmeshes):University of Texas at Austin CS384G - Computer Graphics Spring 2010 Don Fussell 11Face schemes4:1 subdivision of triangles is sometimes called a face scheme for subdivision,as each face begets more faces.An alternative face scheme starts with arbitrary polygon meshes and insertsvertices along edges and at face centroids:Catmull-Clark subdivision:Note: after the first subdivision, all polygons are quadilaterals in this scheme.University of Texas at Austin CS384G - Computer Graphics Spring 2010 Don Fussell 12Subdivision = tensor-product patches!For a regular quadrilateral mesh, Catmull-Clarksubdivision produces the same surface as tensor-product cubic B-splines!But – it handles irregular meshes as well.There are similar correspondences between othersubdivision schemes and other tensor-product patchschemes.These correspondences can be proven (but we won’t doit…)University of Texas at Austin CS384G - Computer Graphics Spring 2010 Don Fussell 13Vertex schemesIn a vertex scheme, each vertex begets more vertices. In particular, a vertex surroundedby n faces is split into n sub-vertices, one for each face:Doo-Sabin subdivision:The number edges (faces) incident to a vertex is called its valence. Edges with only onceincident face are on the boundary. After splitting in this subdivision scheme, all non-boundary vertices are of valence 4.University of Texas at Austin CS384G - Computer Graphics Spring 2010 Don Fussell 14Interpolating subdivision surfacesInterpolating schemes are defined bysplittingaveraging only new verticesThe following averaging mask is used in butterfly subdivision:Setting t=0 gives the original polyhedron, and increasing small values of t makesthe surface smoother, until t=1/8 when the surface is provably G1.There are several variants of Butterfly subdivision.University of Texas at Austin CS384G - Computer Graphics Spring 2010 Don Fussell 15Next class: Projections & Z-BuffersTopics: - How do projections from 3D world to 2D image plane work? - How does the Z-buffer visibility algorithm (used in today’s graphics hardware) work?Read:• Watt, Section 5.2.2 – 5.2.4, 6.3, 6.6 (esp. intro and subsections 1, 4, and 8–10)Optional:• Foley, et al, Chapter 5.6 and Chapter 6• David F. Rogers and J. Alan Adams, Mathematical Elements for Computer Graphics, 2nd Ed., McGraw-Hill, New York, 1990, Chapter 2.• I. E. Sutherland, R. F. Sproull, and R. A. Schumacker, A characterization of ten hidden surface algorithms, ACM Computing Surveys 6(1): 1-55, March


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