Geometric Modeling How to design a graphical model? How to create a digital description of a real-world object? Design Digitize.

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Presentation transcript:

Geometric Modeling How to design a graphical model? How to create a digital description of a real-world object? Design Digitize

By other names Data Generation CAD: Computer-Aided Design CAAD: Computer-Aided Architectural Design Geometric Modeling Computational Geometry

Approaches interactive design procedural composition & construction CSG: constructive solid geometry & boolean operators subdivision surfaces fractals isosurfaces of implicit functions

Geometric Modeling Basics types of polygons & polyhedra computing normals geometric computations OpenGL concerns procedural approaches

types of polygons & polyhedra triangle – fixed length polygons convex polygon / polyhedron concave polygon / polyhedron non-planar polygon sliver triangles – error-prone normals

Polygonal processing triangulation converting to convex polyhedra intersection testing closure testing well-formed polyhedron: closed, non-self intersecting 2D manifold

Data structures face-based winged edge

computing normals cross-product of edges ordered edges at convex corner summation method

computing vertex normals for each vertex, i, n[i]=(0,0,0) for each face, j Compute the normal, nrml, for the face For each vertex, i, of the face n[i] += nrml for each vertex, I, normalize n[i]

OpenGL concerns vertex normals convex polygons triangle strip quad strips triangle fans

geometric computations topology: genus, holes, & handles Euler’s formula: E+2 = F+V+2G Convex hull distance to, contained in, intersected by meshing & simplification LoD: level of detail representations

Procedural Approaches composition from primitive shapes extrusion solid of revolution lofting sweep operator

Scene Graph Describe a scene transformations primitive objects attributes camera lights Hierarchical representation File format to record scene description

Scene Graph scene transformation attributes primitive lights camera Scene { transform { attribute primitive } transform { attribute primitive transform { attribute primitive } … }