Introduction to Visualization and Computer Graphics
DH2320, Fall 2015
Prof. Dr. Tino Weinkauf
Geometric Modeling
Introduction
Geometric Modeling: Introduction
● There are many ways for creating graphical data.
● Classic way: Geometric Modeling
p3
p2
p1
p0
Introduction to Visualization and Computer Graphics, Tino Weinkauf, KTH Stockholm, Fall 2015
Geometric Modeling: Introduction
● There are many ways for
creating graphical data.
● Other approaches:
● 3D scanners
● Photography for measuring
optical properties
● Simulations, e.g., for flow
data 3D Scanning
Introduction to Visualization and Computer Graphics, Tino Weinkauf, KTH Stockholm, Fall 2015
Geometric Modeling: Introduction
● Geometric objects convey a part of the real or theoretical
world; often, something tangible
● They are described by their geometric and topological
properties:
● Geometry describes the form and the position/orientation in a
coordinate system.
● Topology defines the fundamental structure that is invariant against
continuous transformations.
Different geometry Different geometry
Same topology Different topology
Introduction to Visualization and Computer Graphics, Tino Weinkauf, KTH Stockholm, Fall 2015
Geometric Modeling: Introduction
● Geometric Modeling is the computer-aided design and
manipulation of geometric objects. (CAD)
● It is the basis for:
● computation of geometric properties
● rendering of geometric objects
● physics computations (if some physical attributes are given)
Introduction to Visualization and Computer Graphics, Tino Weinkauf, KTH Stockholm, Fall 2015
Geometric Modeling: Introduction
● 3D models are geometric representations of 3D objects with
a certain level of abstraction.
● We distinguish between three types of models:
● Wire Frame Models
● describe an object using boundary lines
● Surface Models
● describe an object using boundary surfaces
● Solid Models
● describe an object as a solid
Introduction to Visualization and Computer Graphics, Tino Weinkauf, KTH Stockholm, Fall 2015
Geometric Modeling: Introduction
Wire Frame Models
● Describe an object using boundary
curves
● No relationship between these
curves
● Surfaces between them are not
defined
non-sense objects (Ernst, 1987)
● Properties:
● simple, traditional
● non-sense objects possible
● visibility of curves cannot be decided
● solid object intersection cannot be
computed
● surfaces between the curves cannot
be computed automatically
● not useable for CAD/CAM
ambiguity of wire frame models
Introduction to Visualization and Computer Graphics, Tino Weinkauf, KTH Stockholm, Fall 2015
Geometric Modeling: Introduction
Surface Models
● Defines surfaces between boundary
curves
● Describes the hull, but not the
interior of an object
● Often implemented using polygons,
hull of a sphere or ellipsoid, free-
polygonal surface
form surfaces, … representation
● No relationship between the
surfaces
parametric surface
● The interior between them is not representation
defined using 32 Bezier
patches
● Visibility computations: yes
Solid intersection comp.: no
● Most often used type of model
Introduction to Visualization and Computer Graphics, Tino Weinkauf, KTH Stockholm, Fall 2015
Geometric Modeling: Introduction
Solid Models
● Describe the 3D object
completely by covering the solid
● For every point in 3D, we can
decide whether it is inside or
outside of the solid.
● Visibility and intersection solid model and a cut through it
(Werkbild Strässle, from Ockert, 1993)
computations are fully supported
● Basis for creating solid objects
using computer-aided
manufacturing
visibility computation for lines using a solid model
Introduction to Visualization and Computer Graphics, Tino Weinkauf, KTH Stockholm, Fall 2015
Geometric Modeling: Introduction
Chrome-cobalt disc with crowns for dental implants, manufactured using WorkNC CAM
Sescoi CAD/CAM
http://www.flickr.com/photos/cadcamzone/4679188766/. Licensed under CC BY-SA 2.0 via Commons -
https://commons.wikimedia.org/wiki/File:Disc_with_dental_implants_made_with_WorkNC.jpg#/media/File:Disc_with_dental_implants_made_with_WorkNC.jpg
Introduction to Visualization and Computer Graphics, Tino Weinkauf, KTH Stockholm, Fall 2015
Introduction to Visualization and Computer Graphics
DH2320, Fall 2015
Prof. Dr. Tino Weinkauf
Geometric Modeling
Bezier Curves, Splines and Surfaces
de Casteljau Algorithm
Bernstein Form
Bezier Splines
Tensor Product Surfaces
Total Degree Surfaces
Bezier Curves
de Casteljau algorithm
• Paul de Casteljau (1959) @ Citroën
• Pierre Bezier (1963) @ Renault
Meine Zeit bei Citroën / My time at Citroën
see the PDF deCasteljau_de.pdf and deCasteljau_en.pdf in the download area of the webpage
Bezier curves
History:
• Bezier curves/splines developed by
Paul de Casteljau at Citroën (1959)
Pierre Bézier at Renault (1963)
for free-form parts in automotive design
• Today: Standard tool for 2D curve editing
• Cubic 2D Bezier curves are everywhere:
Postscript, PDF, Truetype (quadratic curves), Windows GDI...
Inkscape, Corel Draw, Adobe Illustrator, Powerpoint, ...
• Widely used in 3D curve & surface modeling as well
All You See is Bezier Curves...
De Casteljau algorithm
Approximation setting:
Given: p0, …, pn
Wanted: smooth, approximating curve
De Casteljau algorithm
Linear interpolation
De Casteljau algorithm
Parabolas
planar curve, even if defined in R3
Example:
De Casteljau algorithm
Another parabola construction
given: 3 points b0, b1, b2
parabola x(t)
De Casteljau algorithm
Example
De Casteljau algorithm
De Casteljau Algorithm: Computes x (t) for given t
• Bisect control polygon in ratio t : (1 – t)
• Connect the new dots with lines (adjacent segments)
• Interpolate again with the same ratio
• Iterate, until only one point is left
De Casteljau algorithm
Description of the de Casteljau algorithm
• given: points
• wanted: curve
• geometric construction of the point x(t) for given t:
• Then, is the searched curve point x(t) at the
parameter value t
De Casteljau algorithm
repeated convex combination of control points
bi(r) = (1-t)·bi(r-1) + t·bi+1(r-1)
b1(0) b2(0)
b0(0)
b0(0) b3(0)
b1(0)
b2(0)
b3(0)
De Casteljau algorithm
repeated convex combination of control points
bi(r) = (1-t)·bi(r-1) + t·bi+1(r-1)
b1(1)
b1(0) b2(0)
b0(1)
b2(1)
b0(0)
1-t b0(0) b3(0)
t
b1(0) b0(1)
1-t
t
b2(0) b1(1)
1-t
t
b3(0) b2(1)
De Casteljau algorithm
repeated convex combination of control points
bi(r) = (1-t)·bi(r-1) + t·bi+1(r-1)
b1(1)
b1(0) b2(0)
b0(2) b1(2)
b0(1)
b2(1)
b0(0)
1-t b0(0) b3(0)
t
b1(0) b0(1)
1-t 1-t
t t
b2(0) b1(1) b0(2)
1-t 1-t
t t
b3(0) b2(1) b1(2)
De Casteljau algorithm
repeated convex combination of control points
bi(r) = (1-t)·bi(r-1) + t·bi+1(r-1)
b1(1)
b1(0) b2(0)
b0(2) b1(2)
b0(1) b0(3) = x(t)
b2(1)
b0(0)
1-t b0(0) b3(0)
t
b1(0) b0(1)
1-t 1-t
t t
b2(0) b1(1) b0(2)
1-t 1-t 1-t
t t t
b3(0) b2(1) b1(2) b0(3) = x(t)
de Casteljau scheme
De Casteljau algorithm
The intermediate coefficients bir(t) can be written in
a triangular matrix: the de Casteljau scheme:
De Casteljau algorithm
b1(1)
b1(0) b2(0)
b0(2) b1(2)
b0(1) b0(3) = x(t)
b2(1)
Algorithm: b0(0) b3(0)
for r = 1..n do
for i = 0..n-r do
bi(r) = (1-t)·bi(r-1) + t·bi+1(r-1)
end for
end for The whole algorithm consists only of
repeated linear interpolations.
return b0 (n)
De Casteljau algorithm
The polygon consisting of the points b0, …, bn is called
Bezier polygon. The points bi are called Bezier points.
The curve defined by the Bezier points b0, …, bn and the
de Casteljau algorithm is called Bezier curve.
The de Casteljau algorithm is numerically stable, since
only convex combinations are applied.
Complexity of the de Casteljau algorithm
• O(n2) time
• O(n) memory
• with n being the number of Bezier points
De Casteljau algorithm
Properties of Bezier curves:
• given: Bezier points b0, …, bn
Bezier curve x(t)
• Bezier curve is polynomial curve of degree n.
• End point interpolation: x(0) = b0, x(1) = bn. The
remaining Bezier points are only generally approximated.
• Convex hull property:
Bezier curve is completely inside the convex hull of its
Bezier polygon.
De Casteljau algorithm
• Variation diminishing
no line intersects the Bezier curve more often than its Bezier
polygon.
• Influence of Bezier points: global, but pseudo-local
• global: moving a Bezier point changes the whole curve
progression
• pseudo-local: bi has its maximal influence on x(t) at t = i /n.
• Affine invariance:
Bezier curve and Bezier polygon are invariant under affine
transformations
• Invariance under affine parameter transformations
De Casteljau algorithm
• Symmetry:
The following two Bezier curves coincide, they are
only traversed in opposite directions:
• Linear precision:
Bezier curve is line segment, if b0,…, bn are
collinear
• Invariant under barycentric combinations
De Casteljau algorithm
• First derivative of a Bezier curve
• Endpoints:
b0(0)
1-t b1(1)
b1(0) b2(0)
b0(2) b1(2)
t
b1(0) b0(1) b0(1) b0(3) = x(t)
1-t 1-t b2(1)
t t
b2(0) b1(1) b0(2) b0(0) b3(0)
1-t 1-t 1-t
-1
1 𝑛−1 𝑛−1
b3(0) t b2(1) t
b1(2)
t 𝐱 𝑡 = 𝑛 𝐛1 − 𝐛0
de Casteljau scheme
De Casteljau algorithm
• Second derivative of a Bezier curve
b0(0)
1-t b1(1)
b1(0) b2(0)
b0(2) b1(2)
t
b1(0) b0(1) b0(1) b0(3) = x(t)
1-t -1 b2(1)
t 1
b2(0) b1(1) b0(2) b0(0) b3(0)
1-t -1 -1
t 1 1 𝑛−2 𝑛−2 𝑛−2
b3(0) b2(1) b1(2) 𝐱 𝑡 =𝑛 𝑛−1 𝐛2 − 2𝐛1 + 𝐛0
de Casteljau scheme
Bezier Curves
Bernstein form
Bernstein Basis
Bezier curves are algebraically defined using the
Bernstein basis:
• Bernstein basis of degree n:
B B0( n) , B1( n) ,..., Bn( n)
n i
B (t ) : t 1 t
( n) ni
i
i
n = 2 (quad.) n = 3 (cubic) n = 10
B0 B2 B0 B3
B1 B1 B2
Bernstein Basis
de Casteljau algorithm
𝑛
𝑛 Bernstein form
𝑓 𝑡 = 𝐵𝑖 𝑡 𝐩i
𝑖=0
curve basis function control point
Examples
The first three Bernstein bases:
n = 1 (linear)
B0(0) : 1
B0 B1
B0(1) : 1 t B1(1) : t
B0(2) : 1 t B1(2) : 2t 1 t
2
B2(2) : t 2
B0(3) : 1 t B1(3) : 3t 1 t
3 2
n = 2 (quad.) n = 3 (cubic)
B2(3) : 3t 2 1 t B3(3) : t 3 B0 B2 B0 B3
B1 B1 B2
n i
B (t ) : t 1 t
( n) ni
i
i
Bezier Curves in Bernstein form
Bezier Curves: p2 n = 3 (cubic)
n
• f (t ) pi Bi( n) p1
B0 B3
i 0
p3 B1 B2
t [0..1]
p0
p3
p3
p0 p2
p1
p2
p1 p3
p2
p1
p0
p0
Summary for Bezier Curves
Bezier curves and curve design:
• The rough form is specified by the position of the control
points
• Result: smooth curve approximating the control points
• Computation / Representation:
de Casteljau algorithm
Bernstein form
• Problems:
high polynomial degree
moving a control point can change the whole curve
interpolation of points
Bezier splines
Towards Bezier Splines
Approximation Interpolation
Towards Bezier Splines
Interpolation problem:
• given:
control points
knot sequence
• wanted:
interpolating curve x(t), i.e., x(ti) = ki for i = 0, …, n
• Approach:
"Joining" of n Bezier curves with certain intersection conditions
Towards Bezier Splines
The following issues arise when stitching together
Bezier curves:
• Continuity
• Degree
• (Parameterization)
Bezier Splines
Parametric and Geometric Continuity
Continuity
Joining of curves - continuity
• given: 2 curves
x1(t) over [t0, t1]
x2(t) over [t1, t2]
• x1 and x2 are Cr continuous in t1, if they coincide in
0th – rth derivative vector in t1.
Continuity
C-1 continuity C0 continuity
C1 continuity C2 continuity
Continuity
Parametric Continuity Cr:
• C0, C1, C2... continuity.
• Does a particle moving on this curve have a smooth
trajectory (position, velocity, acceleration,...)?
• Useful for animation (object movement, camera paths)
• Depends on parameterization
Geometric Continuity Gr:
• Independent of parameterization
• Is the curve itself smooth?
• More relevant for modeling (curve design)
Bezier Splines
Local control: Bezier splines
• Concatenate several curve segments
• Question: Which constraints to place upon the control
points in order to get C-1, C0, C1, C2 continuity?
p(i)
2
p(i+1)
p1(i) 3
p(i)
3
p(i+1)
p0(i) 0
p(i+1)
2
p1(i+1)
Bezier Spline Continuity
Rules for Bezier spline continuity:
• C0 continuity:
Each spline segment interpolates the first and last control point
Therefore: Points of neighboring segments have to coincide for
C0 continuity.
p(i+1)
2
p1(i+1)
p(i)
2
p(i+1)
p1(i) 3
p(i)
3
p(i+1)
0
p0(i)
Bezier Spline Continuity
Rules for Bezier spline continuity:
• Additional requirement for C1 continuity:
Tangent vectors are proportional to differences p1 – p0, pn – pn-1
Therefore: These vectors must be identical for C1 continuity
p(i+1)
2
p(i)
2
p(i+1)
p1(i) 3
p(i)
3
p0(i) p(i+1)
0
p1(i+1)
Bezier Spline Continuity
Rules for Bezier spline continuity:
• Additional requirement for C2 continuity:
𝐝 − = 𝐝+
Continuity
C-1 continuity C0 continuity
G1 continuity C1 continuity
Bezier Splines
Choosing the degree
Choosing the Degree...
Candidates:
• d = 0 (piecewise constant): not smooth
• d = 1 (piecewise linear): not smooth enough
• d = 2 (piecewise quadratic): constant 2nd
derivative, still too inflexible
• d = 3 (piecewise cubic): degree of choice
for computer graphics applications
Cubic Splines
Cubic piecewise polynomials:
• We can attain C2 continuity without fixing the second
derivative throughout the curve
• C2 continuity is perceptually important
We can see second order shading discontinuities
(esp.: reflective objects)
Motion: continuous position, velocity & acceleration
Discontinuous acceleration noticeable (object/camera motion)
• One more argument for cubics:
Among all C2 curves that interpolate a set of points (and obey to
the same end conditions), a piecewise cubic curve has the least
integral acceleration (“smoothest curve you can get”).
– see AdditionalMaterial/CubicsMinimizeAcceleration.pdf
Spline Surfaces
Spline Surfaces
Two different approaches
• Tensor product surfaces
Simple construction
Everything carries over
from curve case
Quad patches
Degree anisotropy
• Total degree surfaces
Not as straightforward
Isotropic degree
Triangle patches
“Natural” generalization of curves
Tensor Product Surfaces
Tensor Product Bezier Surfaces
Bezier curves: b01 b11
repeated linear interpolation
now a different setup: x(u,v)
4 points b00, b10, b11, b01
parameter area [0,1] [0,1]
b00 b10
bilinear interpolation:
repeated linear interpolation
repeated bilinear interpolation:
gives us tensor product Bezier surfaces
(example shows quadratic Bezier surface)
De Casteljau Algorithm
De Casteljau algorithm for tensor product surfaces:
b(0,0,0; 1,1,1)
b(1,1,1; 1,1,1) b(u,1,1; v,1,1)
b(u,0,0; v,1,1)
b(u,u,1; v,v,1)
b(u,u,0; v,v,1)
v b(u,u,u; v,v,v) b(u,u,1; v,v,0)
b(1,1,1; 0,0,0)
b(u,u,0; v,v,0) b(u,1,1; v,0,0)
b(u,0,0; v,0,0)
b(0,0,0; 0,0,0) u
Tensor Product Surfaces
Tensor Product Surfaces:
n n
f (u, v ) bi (u)b j (v )pi , j
i 1 j 1
n n
bi (u) b j (v )pi , j
i 1 j 1
n n
b j (u) bi (v )pi , j
j 1 i 1
• “Curves of Curves”
• Order does not matter
Tensor Product Surfaces
Bezier Patches
Bezier Patches
Bezier Patches:
• Remember endpoint interpolation:
Boundary curves are Bezier
curves of the boundary
control points
d=3 d = 10
B0 B3
B1 B2
Continuity Conditions
For C0 continuity:
• Boundary control points must match
For C1 continuity:
• Difference vectors must match at the boundary
C0 Continuity
C1 Continuity
C1 Continuity
Total Degree Surfaces
Spline Surfaces
Two different approaches
• Tensor product surfaces
Simple construction
Everything carries over
from curve case
Quad patches
Degree anisotropy
• Total degree surfaces
Not as straightforward
Isotropic degree
Triangle patches
“Natural” generalization of curves
Bezier Triangles
Alternative surface definition: Bezier triangles
• Constructed according to given
total degree
Completely symmetric:
No degree anisotropy
• Can be derived using a triangular
de Casteljau algorithm
Barycentric interpolation
Barycentric Coordinates
Barycentric Coordinates: p2
• Planar case:
Barycentric combinations of 3 points p
p p1 p 2 p3 , with : 1
1 p1
p3
• Area formulation:
area((p 2 , p3 , p)) area((p1, p3 , p)) area((p1, p 2 , p))
, ,
area((p1, p 2 , p3 )) area((p1, p 2 , p3 )) area((p1, p 2 , p3 ))
Example
Cubic Bezier Triangle: c
p(c,c,c)
p(c,c,a) p(c,c,b)
p(c,a,a) p(c,b,b)
p(a,b,c)
a b
p(a,a,a) p(b,a,a) p(b,b,a) p(b,b,b)
De Casteljau Algorithm
c
x a b c, p(c,c,c)
1
p(x,c,c)
p(c,c,a)
p(c,c,b)
p(x,x,c)
a p(a,a,a) p(c,a,a) p(x,a,c)
p(x,x,x) p(x,b,c)
p(x,a,a)
p(x,x,a) p(a,b,c)
p(c,b,b)
p(x,x,b)
p(x,a,b)
p(b,a,a) p(x,b,b)
p(b,b,b)
p(b,b,a) b
Continuity
We need to assemble Bezier triangles continuously:
• What are the conditions for C0, C1 continuity?
• As an example, we will look at the quadratic case...
Continuity
Situation: b
G d
F
a
c
• Two Bezier triangles meet along a common edge.
Parametrization: T1 = {a, b, c}, T2 = {c, b, d}
Polynomial surfaces F(T1), G(T2)
Control points:
– F(T1): f(a, a), f(a, b), f(b, b), f(a, c), f(c, c), f(b, c)
– G(T2): g(d, d), g(d, b), g(b, b), g(d, c), g(c, c), g(b, c)
Continuity
Situation:
f(b, b) b g(b, b)
g(b, d)
f(a, b)
d
G g(d, d)
f(b, c) g(b, c)
a F
g(c, d)
f(a, a)
f(a, c)
f(c, c) c g(c, c)
Continuity
C0 Continuity:
• The points on the boundary
have to agree:
f(b, b) = g(b, b)
f(b, c) = g(b, c)
f(c, c) = g(c, c)
• Proof: Let x : b c, 1
f ( x , x ) f ( b , x ) f (c , x )
2 f ( b, b) 2 f ( b, c) 2 f (c , c )
|| || ||
g( b,b) g( b,c ) g(c ,c )
2 g( b, b) 2 g( b, c) 2 g(c , c )
g( b, x ) g(c , x ) g( x , x )
Continuity
C1 Continuity:
• We need C0 continuity.
In addition:
• Points at hatched
quadrilaterals are coplanar
• Hatched quadrilaterals are
an affine image of the same
parameter quadrilateral
Curves on Surfaces, trimmed NURBS
Quad patch problem:
• All of our shapes are parameterized over rectangular or
triangular regions
• General boundary curves are hard to create
• Topology fixed to a disc (or cylinder, torus)
• No holes in the middle
• Assembling complicated shapes is painful
Lots of pieces
Continuity conditions for assembling pieces become complicated
Cannot use C2 B-Splines continuity along boundaries when using
multiple pieces
Curves on Surfaces, trimmed NURBS
Consequence:
• We need more control over the parameter domain
• One solution is trimming using curves on surfaces (CONS)
• Standard tool in CAD: trimmed NURBS
Basic idea:
• Specify a curve in the parameter domain that
encapsulates one (or more) pieces of area
• Tessellate the parameter domain accordingly to cut out
the trimmed piece (rendering)
Curves-on-Surfaces (CONS)
Curves-on-Surfaces (CONS)
Curves-on-Surfaces (CONS)
Summary
• Bezier Curves
• de Casteljau algorithm
• Bernstein form
• Bezier Splines
• Bezier Tensor Product Surfaces
• Bezier Total Degree Surfaces