Advanced Computer Graphics (Spring 2005) COMS 4162, Lecture 14: Review / Subdivision Ravi Ramamoorthi Slides courtesy.

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Presentation transcript:

Advanced Computer Graphics (Spring 2005) COMS 4162, Lecture 14: Review / Subdivision Ravi Ramamoorthi Slides courtesy of Szymon Rusinkiewicz with material from Denis Zorin, Peter Schroder

To Do  Questions of any kind?  Discuss this first (main point of lecture)  Comments?  Interesting assignment since fairly new topics  Suggestions for future iterations of course?

Subdivision  Very hot topic in computer graphics today  Brief survey lecture, quickly discuss ideas  Detailed study quite sophisticated Advantages  Simple (only need subdivision rule)  Local (only look at nearby vertices)  Arbitrary topology (since only local)  No seams (unlike joining spline patches)

Video: Geri’s Game (Pixar website)

Subdivision Surfaces  Coarse mesh & subdivision rule  Smooth surface = limit of sequence of refinements [Zorin & Schröder]

Key Questions  How to refine mesh?  Where to place new vertices?  Provable properties about limit surface [Zorin & Schröder]

Loop Subdivision Scheme  How refine mesh?  Refine each triangle into 4 triangles by splitting each edge and connecting new vertices [Zorin & Schröder]

Loop Subdivision Scheme  Where to place new vertices?  Choose locations for new vertices as weighted average of original vertices in local neighborhood [Zorin & Schröder]

Loop Subdivision Scheme  Where to place new vertices?  Rules for extraordinary vertices and boundaries: [Zorin & Schröder]

Loop Subdivision Scheme Choose  by analyzing continuity of limit surface  Original Loop  Warren

Butterfly Subdivision  Interpolating subdivision: larger neighborhood 1/21/21/21/2 1/21/21/21/2 -1 / 16 1/81/81/81/8 1/81/81/81/8

Modified Butterfly Subdivision Need special weights near extraordinary vertices  For n = 3, weights are 5 / 12, -1 / 12, -1 / 12  For n = 4, weights are 3/8, 0, -1/8, 0  For n  5, weights are  Weight of extraordinary vertex = 1 -  other weights

A Variety of Subdivision Schemes  Triangles vs. Quads  Interpolating vs. approximating [Zorin & Schröder]

More Exotic Methods  Kobbelt’s subdivision:

More Exotic Methods  Kobbelt’s subdivision:  Number of faces triples per iteration: gives finer control over polygon count

Subdivision Schemes [Zorin & Schröder]

Subdivision Schemes [Zorin & Schröder]

Analyzing Subdivision Schemes  Limit surface has provable smoothness properties [Zorin & Schröder]

Analyzing Subdivision Schemes  Start with curves: 4-point interpolating scheme -1 / 16 9 / 16 (old points left where they are)

4-Point Scheme  What is the support? v0v0v0v0 v -2 v -1 v1v1v1v1 v2v2v2v2 Step i: v0v0v0v0 v -2 v -1 v1v1v1v1 v2v2v2v2 Step i+1: So, 5 new points depend on 5 old points

Subdivision Matrix  How are vertices in neighborhood refined? (with vertex renumbering like in last slide)

Subdivision Matrix  How are vertices in neighborhood refined? (with vertex renumbering like in last slide) After n rounds:

Convergence Criterion Expand in eigenvectors of S: Criterion I : | i |  1

Convergence Criterion  What if all eigenvalues of S are < 1?  All points converge to 0 with repeated subdivision Criterion II : 0 = 1

Translation Invariance  For any translation t, want: Criterion III : e 0 = 1, all other | i | < 1

Smoothness Criterion  Plug back in:  Dominated by largest i  Case 1: | 1 | > | 2 |  Group of 5 points gets shorter  All points approach multiples of e 1  on a straight line  Smooth!

Smoothness Criterion  Case 2: | 1 | = | 2 |  Points can be anywhere in space spanned by e 1, e 2  No longer have smoothness guarantee Criterion IV : Smooth iff 0 = 1 > | 1 | > | i |

Continuity and Smoothness  So, what about 4-point scheme?  Eigenvalues = 1, 1 / 2, 1 / 4, 1 / 4, 1 / 8  e 0 = 1  Stable  Translation invariant  Smooth

2-Point Scheme  In contrast, consider 2-point interpolating scheme  Support = 3  Subdivision matrix = 1/21/21/21/2 1/21/21/21/2

Continuity of 2-Point Scheme  Eigenvalues = 1, 1 / 2, 1 / 2  e 0 = 1  Stable  Translation invariant  Smooth X  Not smooth; in fact, this is piecewise linear

For Surfaces…  Similar analysis: determine support, construct subdivision matrix, find eigenstuff  Caveat 1: separate analysis for each vertex valence  Caveat 2: consider more than 1 subdominant eigenvalue  Points lie in subspace spanned by e 1 and e 2  If | 1 |  | 2 |, neighborhood stretched when subdivided, but remains 2-manifold Reif’s smoothness condition: 0 = 1 > | 1 |  | 2 | > | i |

Fun with Subdivision Methods Behavior of surfaces depends on eigenvalues (recall that symmetric matrices have real eigenvalues) [Zorin] ComplexDegenerateReal

Summary  Advantages:  Simple method for describing complex, smooth surfaces  Relatively easy to implement  Arbitrary topology  Local support  Guaranteed continuity  Multiresolution  Difficulties:  Intuitive specification  Parameterization  Intersections [Pixar]