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This article explores various modeling techniques, including polygonal modeling, parametric instancing, hierarchical modeling, and regularized set operations. It discusses how well these techniques represent objects, the types of objects they can represent, the ease of rendering and creation/modification, and the ease of performing geometric computations.

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  1. Last Time • Intro to modeling • Issues in evaluating modeling techniques: • How well does it represent objects? • What types of objects can it represent? • How easy is it to render? • How compact is it? • How easy is it to create/modify? • How easy is it to perform geometric computations? • Polygonal modeling • A multitude of ways to represent polygonal models and associated data (c) 2002 University of Wisconsin

  2. Today • A menagerie of other modeling techniques (c) 2002 University of Wisconsin

  3. More Object Representations • Parametric instancing • Hierarchical modeling • Constructive Solid Geometry • Sweep Objects • Octrees • Blobs and Metaballs and other such things • Production rules (c) 2002 University of Wisconsin

  4. Parametric Instancing • Many things, called primitives, are conveniently described by a label and a few parameters • Cylinder: Radius, length, does it have end-caps, … • Bolts: length, diameter, thread pitch, … • Other examples? • This is a modeling format: • Provide software that knows how to draw the object given the parameters, or knows how to produce a polygonal mesh • How you manage the model depends on the rendering style • Can be an exact representation (c) 2002 University of Wisconsin

  5. Rendering Instances • Generally, provide a routine that takes the parameters and produces a polygonal representation • Conveniently brings parametric instancing into the rendering pipeline • May include texture maps, normal vectors, colors, etc • OpenGL utility library (GLu) defines routines for cubes, cylinders, disks, and other common shapes • Renderman does similar things, so does POVray, … • The procedure may be dynamic • For example, adjust the polygon resolution according to distance from the viewer (c) 2002 University of Wisconsin

  6. OpenGL Support • OpenGL defines display lists for encapsulating commands that are executed frequently • Not exactly parametric instancing, because you are very limited in the parameters list_id = glGenLists(1); glNewList(list_id, GL_COMPILE); glBegin(GL_TRIANGLES); draw some stuff glEnd(); glEndList(); And later glCallList(list_id); (c) 2002 University of Wisconsin

  7. Display Lists (2) • The list can be: • GL_COMPILE: things don’t get drawn, just stored • GL_COMPILE_AND_EXECUTE: things are drawn, and also stored • The list can contain almost anything: • Useful for encapsulating lighting set-up commands • Cannot contain vertex arrays and other client state • The list cannot be modified after it is compiled • The whole point is that the list may be internally optimized, which precludes modification • For example, sequences of transformations may be composed into one transformation (c) 2002 University of Wisconsin

  8. Display Lists (3) • When should you use display lists: • When you do the same thing over and over again • Advantages: • Can’t be much slower than the original way • Can be much much faster • Disadvantages: • Doesn’t support real parameterized instancing, because you can’t have any parameters (except transformations)! • Can’t use various commands that would offer other speedups • For example, can’t use glVertexPointer() (c) 2002 University of Wisconsin

  9. Hierarchical Modeling • A hierarchical model unites several parametric instances into one object • For example: a desk is made up of many cubes • Other examples? • Generally represented as a tree, with transformations and instances at any node • Rendered by traversing the tree, applying the transformations, and rendering the instances • Particularly useful for animation • Human is a hierarchy of body, head, upper arm, lower arm, etc… • Animate by changing the transformations at the nodes (c) 2002 University of Wisconsin

  10. Hierarchical Model Example Draw body • Vitally Important Point: • Every node has its own local coordinate system. • This makes specifying transformations much much easier. xarm left arm Rotate about shoulder Draw upper arm l Translate (l,0,0) Rotate about origin of lower arm Draw lower arm (c) 2002 University of Wisconsin

  11. OpenGL Support • OpenGL defines glPushMatrix() and glPopMatrix() • Takes the current matrix and pushes it onto a stack, or pops the matrix off the top of the stack and makes it the current matrix • Note: Pushing does not change the current matrix • Rendering a hierarchy (recursive): RenderNode(tree) glPushMatrix() Apply node transformation Draw node contents RenderNode(children) glPopMatrix() (c) 2002 University of Wisconsin

  12. Regularized Set Operations • Hierarchical modeling is not good enough if objects in the hierarchy intersect each other • Transparency will reveal internal surfaces that should not exist • Computing properties like mass may count the same volume twice • Solution is to define regularized set operations: • Just a fancy name • Every object must be a closed volume (mathematically closed) • Define mathematical set operations (union, intersection, difference, complement) to the sets of points within the volume (c) 2002 University of Wisconsin

  13. Constructive Solid Geometry (CSG) • Based on a tree structure, like hierarchical modeling, but now: • The internal nodes are set operations: union, intersection or difference (sometimes complement) • The edges of the tree have transformations associated with them • The leaves contain only geometry • Allows complex shapes with only a few primitives • Common primitives are cylinders, cubes, etc, or quadric surfaces • Motivated by computer aided design and manufacture • Difference is like drilling or milling • A common format in CAD products (c) 2002 University of Wisconsin

  14. CSG Example - Fill it in! scale translate - cube  scale translate scale translate  cylinder cylinder (c) 2002 University of Wisconsin

  15. Rendering CSG • Normals and texture coordinates typically come from underlying primitives (not a big deal with CAD) • Some rendering algorithms can render CSG directly • Raytracing (later in the course) • Scan-line with an A-buffer • Can do 2D with tesselators in OpenGL • For OpenGL and other polygon renderers, must convert CSG to polygonal representation • Must remove redundant faces, and chop faces up • Generally difficult, messy and slow • Numerical imprecision is the major problem (c) 2002 University of Wisconsin

  16. CSG Summary • Advantages: • Good for describing many things, particularly machined objects • Better if the primitive set is rich • Early systems used quadratic surfaces • Moderately intuitive and easy to understand • Disadvantages: • Not a good match for polygon renderers • Some objects may be very hard to describe, if at all • Geometric computations are sometimes easy, sometimes hard (c) 2002 University of Wisconsin

  17. Sweep Objects • Define a polygon by its edges • Sweep it along a path • The path taken by the edges form a surface - the sweep surface • Special cases • Surface of revolution: Rotate edges about an axis • Extrusion: Sweep along a straight line (c) 2002 University of Wisconsin

  18. General Sweeps • The path maybe any curve • The polygon that is swept may be transformed as it is moved along the path • Scale, rotate with respect to path orientation, … • One common way to specify is: • Give a poly-line (sequence of line segments) as the path • Give a poly-line as the shape to sweep • Give a transformation to apply at the vertex of each path segment • Difficult to avoid self-intersection (c) 2002 University of Wisconsin

  19. Rendering Sweeps • Convert to polygons • Break path into short segments • Create a copy of the sweep polygon at each segment • Join the corresponding vertices between the polygons • May need things like end-caps on surfaces of revolution and extrusions • Normals come from sweep polygon and path orientation • Sweep polygon defines one texture parameter, sweep path defines the other (c) 2002 University of Wisconsin

  20. Spatial Enumeration • Basic idea: Describe something by the space it occupies • For example, break the volume of interest into lots of tiny cubes, and say which cubes are inside the object • Works well for things like medical data • The process itself, like MRI or CAT scans, enumerates the volume • Data is associated with each voxel (volume element) • Problem to overcome: • For anything other than small volumes or low resolutions, the number of voxels explodes • Note that the number of voxels grows with the cube of linear dimension (c) 2002 University of Wisconsin

  21. Octrees (and Quadtrees) • Build a tree where successive levels represent better resolution (smaller voxels) • Large uniform spaces result in shallow trees • Quadtree is for 2D (four children for each node) • Octree is for 3D (eight children for each node) (c) 2002 University of Wisconsin

  22. Quadtree Example top left top right bot left bot right Octree principle is the same, but there are 8 children (c) 2002 University of Wisconsin

  23. Rendering Octrees • Volume rendering renders octrees and associated data directly • A special area of graphics, visualization, not covered in this class • Can convert to polygons by a few methods: • Just take faces of voxels that are on the boundary • Find iso-surfaces within the volume and render those • Typically do some interpolation (smoothing) to get rid of the artifacts from the voxelization • Typically render with colors that indicate something about the data, but other methods exist (c) 2002 University of Wisconsin

  24. Spatial Data Structures • Octrees are an example of a spatial data structure • A data structure specifically designed for storing information of a spatial nature • eg Storing the location of fire hydrants in a city • In graphics, octrees are frequently used to store information about where polygons, or other primitives, are located in a scene • Speeds up many computations by making it fast to determine when something is relevant or not • Just like BSP trees speed up visibility • Other spatial data structures include BSP trees, KD-Trees, Interval trees, … (c) 2002 University of Wisconsin

  25. Implicit Functions • Some surfaces can be represented as the vanishing points of functions (defined over 3D space) • Places where a function f(x,y,z)=0 • Some objects are easy represent this way • Spheres, ellipses, and similar • More generally, quadratic surfaces: • Shapes depends on all the parameters a,b,c,d,e,f,g (c) 2002 University of Wisconsin

  26. Blobs and Metaballs • Define the location of some points • For each point, define a function on the distance to a given point, (x,y,z) • Sum these functions up, and use them as an implicit function • Question: If I have two special points, in 2D, and my function is just the distance, what shape results? • More generally, use Gaussian functions of distance, or other forms • Various results are called blobs or metaballs (c) 2002 University of Wisconsin

  27. Example with Blobs Rendered with POVray. Not everything is a blob, but the characters are. (c) 2002 University of Wisconsin

  28. Rendering Implicit Surfaces • Some methods can render then directly • Raytracing - find intersections with Newton’s method • For polygonal renderer, must convert to polygons • Advantages: • Good for organic looking shapes eg human body • Reasonable interfaces for design • Disadvantages: • Difficult to render and control when animating • Being replaced with subdivision surfaces, it appears (c) 2002 University of Wisconsin

  29. Production Rules • Model by giving a set of rules to follow to generate it • Works best for things like plants: • Start with a stem • Replace it with stem + branches • Replace some part with more stem + branches, and so on • Essentially, generate a string that describes the object by replacing sub-strings with new sub-strings • Render by generating geometry • Parametric instances of branch, leaf, flower, etc • Or polygons, or blobs, or … • Can work for whole gardens and forests (c) 2002 University of Wisconsin

  30. L-Systems Generator (c) 2002 University of Wisconsin Prusinkiewicz, Hammel, Mech http://www.cpsc.ucalgary.ca/projects/bmv/vmm/title.html

  31. L-Systems (c) 2002 University of Wisconsin Prusinkiewicz, Hammel, Mech http://www.cpsc.ucalgary.ca/projects/bmv/vmm/title.html

  32. More L-Systems Prusinkiewicz, Hammel, Mech http://www.cpsc.ucalgary.ca/projects/bmv/vmm/title.html (c) 2002 University of Wisconsin

  33. Yet More L-systems Prusinkiewicz, Hammel, Mech http://www.cpsc.ucalgary.ca/projects/bmv/vmm/title.html (c) 2002 University of Wisconsin

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