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Geometric Modeling

Geometric Modeling
• Geometric Modeling is the
computer/software-generated mathematical
representation of an object’s geometry. It
includes both graphical and non-graphical
information. This information is stored in a
database and displayed as a picture. It is then
possible to edit and analyze the model in
different ways.
Geometric Modeling
• As curves are easy to manipulate and bend as
per application, geometric modeling uses
curves extensively to construct surfaces. The
formation of curves can be achieved by - a set
of points, analytic functions, or other
curves/functions.
Geometric Modeling
• The mathematical representation of an object can be displayed on
a computer and used for the generation of drawings, which go on
for analysis and eventual manufacturing of the object. In general,
there are three conventional steps to creating a geometric model:
• They create key geometric elements using commands like points,
lines, and circles.
• Applying Transformations on the geometric elements using
commands like rotation, achieve scaling, and other related
transformations functions.
• Construct the geometric model using various commands that
integrate the geometric model's elements to form the desired
shape.
Geometric Modeling
• Representation of Geometric Models
• There are two basic types of geometric models: a two-
dimensional model, which is used for technical drawing,
and a three-dimensional model, which is used for
computer-aided design and manufacturing.
• Two-Dimensional or 2D: It projects a two-dimensional
view and is used for flat objects.
• Three-Dimensional or 3D: This representation permits
complete three-dimensional viewing of the model with
intricate geometry. The leading process of geometric
modeling in 3D is Solid modeling.
Geometric Modeling
• Constructing a geometric model in CAD
involves using a 3D computer program to
describe geometric relationships and the
physical extent of a component.
Computer Graphics Curves
• In computer graphics, we often need to draw
different types of objects onto the screen. Objects
are not flat all the time and we need to draw
curves many times to draw an object.
• Types of Curves
• A curve is an infinitely large set of points. Each
point has two neighbors except endpoints. Curves
can be broadly classified into three categories
− explicit, implicit, and parametric curves.
Implicit Curves
• Implicit curve representations define the set of
points on a curve by employing a procedure
that can test to see if a point in on the curve.
Usually, an implicit curve is defined by an
implicit function of the form −
• F(x, y )
• A common example is the circle, whose implicit
representation is
• x2 + y 2 - R 2 = 0
Explicit Curves
• A mathematical function y = f[x] can be
plotted as a curve. Such a function is the
explicit representation of the curve. The
explicit representation is not general, since it
cannot represent vertical lines and is also
single-valued. For each value of x, only a single
value of y is normally computed by the
function.
Parametric Curves
• Curves having parametric form are called parametric
curves.
• Parametric curves allow us to graph relationships
between two or more quantities and at the same time
represent each quantity’s directions or orientations.

• The parametric curve is defined by its corresponding


parametric equations: x=f(t) and y=g(t) within a given
interval. Parametric curves highlight the orientation of
each set of quantities with respect to time.
Bezier Curves
• Bezier curve is discovered by the French
engineer Pierre Bézier. These curves can be
generated under the control of other points.
• Bezier curves are used in computer graphics to
draw shapes, for CSS animation and in many
other places.
• A bezier curve is defined by control points.
• There may be 2, 3, 4 or more.
• For instance, two points curve:
Bezier Curves
• Three points curve:

• Four points curve


Bezier Curves
• If you look closely at these curves, you can
immediately notice:
• Points are not always on curve. That’s
perfectly normal.
• The curve order equals the number of points
minus one. For two points we have a linear
curve (that’s a straight line), for three points –
quadratic curve (parabolic), for four points –
cubic curve.
Bezier Curves
• A curve is always inside the convex hull of control points:

• Because of that last property, in computer graphics it’s possible to optimize


intersection tests. If convex hulls do not intersect, then curves do not either.
So checking for the convex hulls intersection first can give a very fast “no
intersection” result. Checking the intersection of convex hulls is much easier,
because they are rectangles, triangles and so on (see the picture above),
much simpler figures than the curve.

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