CS559: Computer Graphicspages.cs.wisc.edu/~lizhang/courses/cs559-2008s/syllabus/03-12-cur… · •...

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CS559: Computer Graphics Lecture 21: Subdivision, Bspline, and Texture mapping Li Zhang Spring 2008

Transcript of CS559: Computer Graphicspages.cs.wisc.edu/~lizhang/courses/cs559-2008s/syllabus/03-12-cur… · •...

Page 1: CS559: Computer Graphicspages.cs.wisc.edu/~lizhang/courses/cs559-2008s/syllabus/03-12-cur… · • Given a Bezier curve defined by P 0, P 1, P 2, ..., P n • we want to find two

CS559: Computer Graphics

Lecture 21: Subdivision, Bspline, and Texture mappingLi Zhang

Spring 2008

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Today• Finish on curve modeling• Start Texture mapping

• Reading– Shirley: Ch 15.6.2– Redbook: Ch 9– (optional) Moller and Haines: Real‐Time Rendering, 3e, Ch 6

• Linux: /p/course/cs559‐lizhang/public/readings/6_texture.pdf

• Windows: P:\course\cs559‐lizhang\public\readings\6_texture.pdf

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Changing u

De Casteljau algorithm, Recursive Rendering

u=0.5 u=0.25, u=0.5, u=0.75

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Subdivision

DeCasteljau(float p[N][3], float u) {

for (int n = N‐1; n >= 1; ‐‐n) {for (int j = 0; j < n; ++j) {

p[j][0] = (1‐u) * p[j][0] + u * p[j+1][0];p[j][1] = (1‐u) * p[j][1] + u * p[j+1][1];p[j][2] = (1‐u) * p[j][2] + u * p[j+1][2];

}}//(p[0][0], p[0][1], p[0][2]) saves the result

}    

DeCasteljau(float p[N][3], float u) {

for (int n = N‐1; n >= 1; ‐‐n) {for (int j = 0; j < n; ++j) {

p[j][0] += u*(p[j+1][0]‐p[j][0]);p[j][1] += u*(p[j+1][1]‐p[j][1]);p[j][2] += u*(p[j+1][2]‐p[j][2]);

}}//(p[0][0], p[0][1], p[0][2]) saves the result

}    

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Subdivision• Given a Bezier curve defined by P0, P1, P2, ..., Pn• we want to find two sets of n+1 control points Q0, Q1, Q2, ..., Qn and R0, R1, R2, ..., Rn such that – the Bézier curve defined by Qi's is the piece of the original Bézier curve on [0,u] 

– the Bézier curve defined by Ri's is the piece of the original Bézier curve on [u,1] 

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Bezier Curve Subdivision

p1

p0p3

p2

http://www1.cs.columbia.edu/~cs4160/html06f/ 

u=0.5

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Bezier Curve Subdivision

p1

p0p3

p2

http://www1.cs.columbia.edu/~cs4160/html06f/ 

u=0.5

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A 6th degree subdivision example

http://www.cs.mtu.edu/~shene/COURSES/cs3621/NOTES/spline/Bezier/bezier‐sub.html 

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Bezier Curve Subdivision• Why is subdivision useful? 

– Collision/intersection detection• Recursive search

– Good for curve editing and approximation

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Open Curve Approxmiation

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Closed Curve Approximation

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Interpolate control points

Has local control C2 continuity

Natural cubics Yes No Yes

Hermite cubics Yes Yes No

Cardinal Cubics Yes Yes No

Bezier Cubics Yes Yes No

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Interpolate control points

Has local control C2 continuity

Natural cubics Yes No Yes

Hermite cubics Yes Yes No

Cardinal Cubics Yes Yes No

Bezier Cubics Yes Yes No

Bspline Curves No Yes Yes

Page 14: CS559: Computer Graphicspages.cs.wisc.edu/~lizhang/courses/cs559-2008s/syllabus/03-12-cur… · • Given a Bezier curve defined by P 0, P 1, P 2, ..., P n • we want to find two

Bsplines

• Given p1,…pn, define a curve that approximates the curve. 

∑=

=n

iii tbt

1)()( pf

If bi(t) is very smooth, so will be f

If bi(t) has local support, f will have local control

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Uniform Linear B‐splines

b1,2(t)

0 1 2 3 40

1

∑=

=n

iii tbt

1)()( pf

b1(t) b2(t) b3(t)

p1

p2

pn

)()( 2,02, itbtbi −=

⎪⎩

⎪⎨

⎧∈−∈

=otherwise0

)2,1[2)1,0[

)(2,0 uuuu

ub

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How can we make the curve smooth?

• Convolution/filtering

∑=

=n

iii tbt

1)()( pf

)(Box)()(Box)(1

ttbttn

iii ⊗⎟⎠

⎞⎜⎝

⎛=⊗ ∑

=

pf

( ) ⎟⎠

⎞⎜⎝

⎛⊗= ∑

=

n

iii ttb

1)(Box)( p

1

1

0

Box(t)

t

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Uniform Quadratic B‐splines

0

1

0 1 2 3 4 5

∑=

=n

iii tbt

1)()( pf

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Uniform Cubic Bspline

b0(t)

b1(t-1)

b3(t-3)

b2(t-2)

23

t=i t=i+1 t=i+2 t=i+3 t=i+4

∑=

=n

iii tbt

1)()( pf

Page 19: CS559: Computer Graphicspages.cs.wisc.edu/~lizhang/courses/cs559-2008s/syllabus/03-12-cur… · • Given a Bezier curve defined by P 0, P 1, P 2, ..., P n • we want to find two

Uniform B‐splines• Why smoother? 

– Linear = box filter ⊗ box filter– Quadric = linear ⊗ box filter– Cubic = quadric ⊗ box filter

• Sum = 1 property, translation invariant

• Local control

• C(k‐2) continuity

0

1

0 1 2 3 4 5 6 7 8 9 10

∑=

=n

iii tbt

1)()( pf

Page 20: CS559: Computer Graphicspages.cs.wisc.edu/~lizhang/courses/cs559-2008s/syllabus/03-12-cur… · • Given a Bezier curve defined by P 0, P 1, P 2, ..., P n • we want to find two

Interpolate control points

Has local control C2 continuity

Natural cubics Yes No Yes

Hermite cubics Yes Yes No

Cardinal Cubics Yes Yes No

Bezier Cubics Yes Yes No

Bspline Curves No Yes Yes

Page 21: CS559: Computer Graphicspages.cs.wisc.edu/~lizhang/courses/cs559-2008s/syllabus/03-12-cur… · • Given a Bezier curve defined by P 0, P 1, P 2, ..., P n • we want to find two

Texture Mapping

Many slides from Ravi Ramamoorthi, Columbia Univ, Greg Humphreys, UVA and Rosalee Wolfe, DePaul tutorial teaching texture mapping visually

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Texture Mapping

• Important topic: nearly all objects textured– Wood grain, faces, bricks and so on

– Adds visual detail to scenes

Polygonal model With surface texture

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Adding Visual Detail

• Basic idea: use images instead of more polygons to represent fine scale color variation

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Parameterization

geometry

+ =

image texture map

• Q: How do we decide where on the geometryeach color from the image should go?

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Option: Varieties of mappings

[Paul Bourke]

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Option: unfold the surface

[Piponi2000]

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Option: make an atlas

[Sander2001]

charts atlas surface

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Outline

• Types of mappings

• Interpolating texture coordinates 

• Broader use of textures

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How to map object to texture?

• To each vertex (x,y,z in object coordinates), must associate 2D texture coordinates (s,t)

• So texture fits “nicely” over object

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Implementing texture mapping• A texture lives in it own abstract image coordinates paramaterized by (u,v) in the range ([0..1], [0..1]):

• It can be wrapped around many different surfaces:

• Note: if the surface moves/deforms, the texture goes with it.

Page 31: CS559: Computer Graphicspages.cs.wisc.edu/~lizhang/courses/cs559-2008s/syllabus/03-12-cur… · • Given a Bezier curve defined by P 0, P 1, P 2, ..., P n • we want to find two

How to map object to texture?

• To each vertex (x,y,z in object coordinates), must associate 2D texture coordinates (s,t)

• So texture fits “nicely” over object

Page 32: CS559: Computer Graphicspages.cs.wisc.edu/~lizhang/courses/cs559-2008s/syllabus/03-12-cur… · • Given a Bezier curve defined by P 0, P 1, P 2, ..., P n • we want to find two

Planar mapping

• Like projections, drop z coord (u,v) = (x/W,y/H)

• Problems: what happens near silhouettes?

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Cylindrical Mapping

• Cylinder: r, θ, z with (u,v) = (θ/(2π),z)– Note seams when wrapping around (θ = 0 or 2π)

Page 34: CS559: Computer Graphicspages.cs.wisc.edu/~lizhang/courses/cs559-2008s/syllabus/03-12-cur… · • Given a Bezier curve defined by P 0, P 1, P 2, ..., P n • we want to find two

Basic procedure

• First, map (square) texture to basic map shape

• Then, map basic map shape to object– Or vice versa: Object to map shape, map shape to square

• Usually, this is straightforward– Maps from square to cylinder, plane, …

– Maps from object to these are simply coordinate transform

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Spherical Mapping

• Convert to spherical coordinates: use latitude/long.– Singularities at north and south poles

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Cube Mapping