UNIT - 5 3D Object Representation
UNIT - 5 3D Object Representation
UNIT - 5 3D Object Representation
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3D Object
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3D Object Representation
Graphics scenes can contain many different kinds of objects like trees,
flowers, clouds, rocks, water etc. these cannot be describe with only
one methods but obviously require large precisions such as polygon &
quadratic surfaces, spline surfaces, procedural methods, volume
rendering, visualization techniques etc. Representation schemes for
3D Object Representation
• Space-partitioning representations:
are used to describe interior properties, by partitioning
the spatial region containing an object into a set of small, non-
overlapping, contiguous solids (usually cubes). For example
Octree representation.
Polygon Surfaces
The most commonly used boundary representation for a
three-dimensional graphics object is a set of surface polygons
that enclose the object interior. Many graphics systems store all
object descriptions as sets of surface polygons. This simplifies
and speeds up the surface rendering and display of objects,
1. Polygon Tables
Polygons tables can be used specified specify polygon surfaces.
We specify a polygon surface with a set of vertex coordinates and
associated attribute parameters. As information for each polygon is
input, the data are placed into tables that are to be used in the
subsequent' processing, display, and manipulation of the objects in a
scene.
1. Polygon Tables..
Geometric data consists of three tables: a vertex table,
an edge table, and a surface table.
• Edge Table: The edge table contains pointers back into the
vertex table to identify the vertices for each polygon edge.
1. Polygon Tables..
a) Geometric tables
1. Polygon Tables..
a) Geometric tables
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1. Polygon Tables..
b) Attribute tables
Attribute information for an object includes parameters
specifying the degree of transparency of the object and its
surface reflectivity and texture characteristics. The above three
table also include the polygon attribute according to their
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2. Polygon Meshes
A polygon mesh is a collection of vertices, edges and
faces that defines the shape of a polyhedral object in 3D
computer graphics
1. Triangular Mesh :
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P2
V2 V3
P1= { V1,V2,V3}
P2={ V2,V3,V5}
P3={V3,V4,V5}
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3. Plane Equation
It is used to determine the spatial orientation of the
individual surface component of the object. The equation for a
plane surface can be expressed in the form
Ax+By+Cz+D=0
Ax1 + By1+Cz1 + D= 0,
Ax2 + By2+Cz2 + D= 0,
Ax3 + By3+Cz3 + D= 0
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3. Plane Equation ..
• Using Cramer's Rule
Ax1 + By1+Cz1 + D= 0,
Ax2 + By2+Cz2 + D= 0,
Ax3 + By3+Cz3 + D= 0
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3. Plane Equation ..
• Inside outside tests of the surface:
A x + B y + C z + D < 0, point (X,Y,Z) is inside the surface
A x + B y + C z + D > 0, point (X,Y,Z) is outside the surface
Wireframe
• A wireframe is a three-dimensional model that only includes
vertices and lines. It does not contain surfaces, textures, or
lighting like a 3D mesh.
• Instead, a wireframe model is a 3D image comprised of only
"wires" that represent three-dimensional shapes.
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Wireframe
• Wireframes provide the most basic representation of a three-
dimensional scene or object.
• They are often used as the starting point in 3D modeling since
they create a "frame" for 3D structures. For example, a 3D
graphic designer can create a model from scratch by simply
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Wireframe
• The lines within a wireframe connect to create polygons, such
as triangles and rectangles, that together represent three-
dimensional shapes.
• The result may be as simple as a cube or as complex as a
three-dimensional scene with people and objects. The
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Wireframe
Blobby Objects
• By a blobby object we mean a nonrigid object. That is things,
like cloth, rubber, liquids, water droplets, etc.
• These objects tend to exhibit a degree of fluidity.
• For example, in a chemical compound electron density clouds
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Spline Representation
• A spline curve is a mathematical representation for which it is
easy to build an interface that will allow a user to design and
control the shape of complex curves and shapes
• The general approach is that the user enters a sequence of
points and a curve is constructed whose shape closely follows
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Control Point
Control Point
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Spline Representation
• A curve is actually passes through each control point is called
interpolating curve
• A curve that passes near to the control point but not
necessarily through them is called an approximating curve.
Spline Representation
n=4
n=3
n=2
Fig : Interpolating
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Where, P(t) is a point on the curve
a= algebraic coefficients
t= tangent Vector
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P (t) = a3 t3 + a2 t2 + a1 t + a0
P (t) = a3 t3 + a2 t2 + a1 t + a0
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Bezier Curve
The Bezier curve has two important properties:
1. It always passes through the first and last control points.
2. It lies within the convex hull (convex polynomial
boundary) of the control points. This follows from the
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Bezier Curve
Suppose we are given n + 1 control-point positions:
pk = (xk, yk, zk), with k varying from 0 to n. These coordinate
points can be blended to produce the following position vector
P(u), which describes the path of an approximating Bezier
polynomial function between p0 and pn.
Bezier Curve
This, vector equation represents a set of three parametric
equations for the individual curve coordinates:
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Bezier Curve
Now
(n = 3)
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Bezier Curve
Normalizing properties apply to blending function s that means
thy all add up to one Substituting these functions in above
equation
P(u) = (1-u)3 P0 + 3u (1-u)2 P1 + 3u2 (1-u) P2 + u3 P3
P(u)
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Example
Q.N. > Calculate (x,y) coordinates of Bézier curve described by
the following 4 control points: (0,0), (1,2), (3,3), (4,0).
Step by step solution
For four control points, n = 3.
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Quadric surfaces
• If a surface is the graph in three-space of
an equation of second degree, it is called a
quadric surface. Cross section of quadric
Quadric surfaces
Quadric surfaces
Chapter 5