Rendering Curves and Surfaces Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico 1 Angel:

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Rendering Curves and Surfaces Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico 1 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

2 Objectives Introduce methods to draw curves ­Approximate with lines ­Finite Differences Derive the recursive method for evaluation of Bezier curves and surfaces Learn how to convert all polynomial data to data for Bezier polynomials

3 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Evaluating Polynomials Simplest method to render a polynomial curve is to evaluate the polynomial at many points and form an approximating polyline For surfaces we can form an approximating mesh of triangles or quadrilaterals Use Horner’s method to evaluate polynomials p(u)=c 0 +u(c 1 +u(c 2 +uc 3 )) ­3 multiplications/evaluation for cubic

4 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Finite Differences For equally spaced {u k } we define finite differences For a polynomial of degree n, the n th finite difference is constant

5 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Building a Finite Difference Table p(u)=1+3u+2u 2 +u 3

6 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Finding the Next Values Starting at the bottom, we can work up generating new values for the polynomial

7 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 deCasteljau Recursion We can use the convex hull property of Bezier curves to obtain an efficient recursive method that does not require any function evaluations ­Uses only the values at the control points Based on the idea that “any polynomial and any part of a polynomial is a Bezier polynomial for properly chosen control data”

8 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Splitting a Cubic Bezier p 0, p 1, p 2, p 3 determine a cubic Bezier polynomial and its convex hull Consider left half l(u) and right half r(u)

9 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 l(u) and r(u) Since l(u) and r(u) are Bezier curves, we should be able to find two sets of control points {l 0, l 1, l 2, l 3 } and {r 0, r 1, r 2, r 3 } that determine them

10 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Convex Hulls {l 0, l 1, l 2, l 3 } and {r 0, r 1, r 2, r 3 } each have a convex hull that that is closer to p(u) than the convex hull of {p 0, p 1, p 2, p 3 } This is known as the variation diminishing property. The polyline from l 0 to l 3 (= r 0 ) to r 3 is an approximation to p(u). Repeating recursively we get better approximations.

11 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Equations Start with Bezier equations p(u)=u T M B p l(u) must interpolate p(0) and p(1/2) l(0) = l 0 = p 0 l(1) = l 3 = p(1/2) = 1/8( p 0 +3 p 1 +3 p 2 + p 3 ) Matching slopes, taking into account that l(u) and r(u) only go over half the distance as p(u) l’(0) = 3(l 1 - l 0 ) = p’(0) = 3/2(p 1 - p 0 ) l’(1) = 3(l 3 – l 2 ) = p’(1/2) = 3/8(- p 0 - p 1 + p 2 + p 3 ) Symmetric equations hold for r(u)

12 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Efficient Form l 0 = p 0 r 3 = p 3 l 1 = ½(p 0 + p 1 ) r 1 = ½(p 2 + p 3 ) l 2 = ½(l 1 + ½( p 1 + p 2 )) r 1 = ½(r 2 + ½( p 1 + p 2 )) l 3 = r 0 = ½(l 2 + r 1 ) Requires only shifts and adds!

13 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Every Curve is a Bezier Curve We can render a given polynomial using the recursive method if we find control points for its representation as a Bezier curve Suppose that p(u) is given as an interpolating curve with control points q There exist Bezier control points p such that Equating and solving, we find p=M B -1 M I p(u)=u T M I q p(u)=u T M B p

14 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Matrices Interpolating to Bezier B-Spline to Bezier

15 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Example These three curves were all generated from the same original data using Bezier recursion by converting all control point data to Bezier control points Bezier Interpolating B Spline

16 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Surfaces Can apply the recursive method to surfaces if we recall that for a Bezier patch curves of constant u (or v ) are Bezier curves in u (or v ) First subdivide in u ­Process creates new points ­Some of the original points are discarded original and kept new original and discarded

17 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Second Subdivision 16 final points for 1 of 4 patches created

18 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Normals For rendering we need the normals if we want to shade ­Can compute from parametric equations ­Can use vertices of corner points to determine ­OpenGL can compute automatically

19 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Utah Teapot Most famous data set in computer graphics Widely available as a list of 306 3D vertices and the indices that define 32 Bezier patches

20 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Quadrics Any quadric can be written as the quadratic form p T Ap+b T p+c=0 where p=[x, y, z] T with A, b and c giving the coefficients Render by ray casting ­Intersect with parametric ray p(  )=p 0 +  d that passes through a pixel ­Yields a scalar quadratic equation No solution: ray misses quadric One solution: ray tangent to quadric Two solutions: entry and exit points