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CG 06av7
CG 06av7
CG Solid Modeling 4
● Solid Stiff
● Wire-frame representation
● Classic representation methods It means that the structure of the solid can be defined,
- Constructive Solid Geometry and this structure can not be changed.
- Boundary representation Rubber is this way stiff as well.
- Sweep representation
- Spatial partitioning representation
● Comparison of representation
● Hierarchy
• Real shapes are very complex !!! It means that in the solid there are not connected
• It is simple: more detail = more realism elements with different topological dimension.
but :
– it takes longer time to model,
– it takes longer time to render,
– it occupies more disk space
• Procedural objects
– More detail when you want it
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Finite (in sense of set theory) How to describe the solid effectively
It means that solid contains finite number of elements • Shape ? – surface description
and size of each element is finite. • Inner area (set of points) ? – spatial description
Solid is closed if and only if it contains all of its limit points • CSG (Constructive Solid Geometry)
(complete boundary). – spatial definition (set of points) by Boolean operations
• B-reps (Boundary Representation)
– shape definition
• Sweep representation
– indirect spatial definition
• Spatial-partitioning representations
– direct spatial definition by pointing out
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Closure problem
Use a set of primitives – simple solids.
Solid : set of points – spatial definition !!!
Boundary:
before and after operation
Indirect definition:
How to solve
definition how to build object
closure problem ???
Structure :
∪
nonuniform binary tree
\
• Nodes : operations Use regularized Boolean operation.
• Leaves : primitives
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• Advantages
– Direct representation based on Boolean operations
– Concise representation
– Especially useful in ray-tracing applications
• Disadvantages
– Approximation of the 3D object
(depending on CSG model)
– Not easy rendering (need of shape properties)
– Regularization problem
Dangling and unattached points of object => closure of the
object (boundary points are added to the interior) => interior of
the object (boundary points are removed) => close the interior
(create boundary according to definition) – object is regularized
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• Advantages
– Easy to recognize and define the object
(Formal definition of the object surface)
– Easy and efficient rendering (defined face and its
properties)
– Possible Boolean operation (but not easy !)
• Disadvantages
– Approximation of the 3D object (depending on shape of
surface)
from: Viewpoint Digital’s catalogue
– Validity problem
for educational use only
– Numerical problem influence representation and rendering
141788 polygons 35305 polygons 8993 polygons – The representation is not concise
Approximation problem when real world is described by polygonal model
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from: http://www.h-dm.com/resources/CADZilla/manual/multi_section_sweep.jpg
Educational use only • Space partitioning can be defined as nonuniform –
hierarchical !
• Advantages
– Natural and easy description of the object
Intuitive definition
• Disadvantages
– Expensive display (there is no definition of boundary !)
– Indirect definition
– (Practically exist only as user definition, inside
application object described in CSG or B-rep
environment) Spatial-occupancy enumeration 2D Hierarchy
– Geometrical description and manipulation problem (2D Uniform grid) Quadtree
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Hierarchical definitions
Possible simple Boolean operation by two solids • interaction: groups of primitives can be interactively
– In enumerated representation manipulated together, irrespective of a method of
Compare (and determine Boolean result) construction.
Voxel by Voxel. • storage efficiency: definition of repeated symbol needs
to be stored only once
– In hierarchy
• common visual properties: groups of primitives can be
Compare (and determine Boolean result)
given the same attributes, for example color,
region by region.
transparency, visibility etc.
• common transformation: groups of primitives can be
There is no need of regularization !!! all transformed together (for example rotated)
• Twisting
head hand_L hand_R leg_L leg_R
• Bending (independently in
palm_L palm_R foot_L foot_R each axis)
from: Watt A., Watt M.: Advanced Animation and
Rendering Techniques, Addison Wesley 1993
for educational use only
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Bibliography (additionally)
CG Solid Modeling 43