Title: Smooth Spline Surfaces over Irregular Topology
1Smooth Spline Surfaces over Irregular Topology
- Hui-xia Xu
- Wednesday, Apr. 4, 2007
2Background
- limitation
- an inability of coping with surfaces of irregular
topology, i.e., requiring the control meshes to
form a regular quadrilateral structure
3Improved Methods
- To overcome this limitation, a number of methods
have been proposed. Roughly speaking, these
methods are categorized into two groups - Subdivision surfaces
- Spline surfaces
4Subdivision Surfaces
5Subdivision Surfaces---main idea
iteratively applying
resultant mesh converging to smooth surface
polygon mesh
refinement procedure
6Subdivision Surfaces---magnum opus
- Catmull-Clark surfaces
- E Catmull and J Clark. Recursively generated
B-spline surfaces on arbitrary topological
meshes, Computer Aided Design 10(1978) 350-355. - Doo-Sabin surfaces
- D Doo and M Sabin. Behaviour of recursive
division surfaces near extraordinary points,
Computer Aided Design 10 (1978) 356-360.
7About Subdivision Surfaces
- advantage
- simplicity and intuitive corner cutting
interpretation - shortage
- The subdivision surfaces do not admit a closed
analytical expression
8Spline Surfaces
9Method 1
- the technology of manifolds
- C Grimm and J Huges. Modeling surfaces of
arbitrary topology using manifolds, Proceedings
of SIGGRAPH (1995) 359-368 - J Cotrina Navau and N Pla Garcia. Modeling
surfaces from meshes of arbitrary topology,
Computer Aided Geometric Design 17(2000) 643-671
10Method 2
- isolate irregular points
- C Loop and T DeRose. Generalised B-spline
surfaces of arbitrary topology, Proceedings of
SIGGRAPH (1990) 347-356 - J Peters. Biquartic C1-surface splines over
irregular meshes, Computer-Aided Design 12(1995)
895-903 - J J Zheng et al. Smooth spline surface generation
over meshes of irregular topology, Visual
Computer(2005) 858-864 - J J Zheng et al. C2 continuous spline surfaces
over Catmull-Clark meshes, Lecture Notes in
Computer Science 3482(2005) 1003-1012 - J J Zheng and J J Zhang. Interactive deformation
of irregular surface models, Lecture Notes in
Computer Science 2330(2002) 239-248 - etc.
11Smooth Spline Surface Generation over Meshes of
Irregular Topology
- J J Zheng , J J Zhang, H J Zhou and L G Shen
- Visual Computer 21(2005), 858-864
12What to Do
- In this paper, an efficient method generates a
generalized bi-quadratic B-spline surface and
achieves C1 smoothness.
13Zheng-Ball Patch
- A Zheng-Ball patch is a generation of a Sabin
patch that is valid for 3- or 5-sided areas. For
more details, the following can be referred - J J Zheng and A A Ball. Control point surface
over non-four sided areas, Computer Aided
Geometric Design 14(1997)807-820. - M A Sabin. Non-rectangular surfaces suitable for
inclusion in a B-spline surface, Hagen, T. (ed.)
Eurographics (1983) 57-69.
14Zheng-Ball Patch
- An n-sided Zheng-Ball patch of degree m is
defined by the following
This patch model is able to smoothly blend the
surrounding regular patches
15Zheng-Ball Patch
- the n-ple subscripts,
- n parameters of which only
two are independent - denotes the control points in ,as
shown in Fig 1. - the associated basis functions
16Fig 1. Control points for a six-sided quadratic
Zheng-Ball patch
17Spline Surface Generation---irregular closed
mesh
- Generate a new refined mesh
- carry out a single Catmull-Clark subdivision over
the user-defined irregular mesh - Construct a C1 smooth spline surface
- regular vertex---a bi-quadratic Bézier patch
- Otherwise---a quadratic Zheng-Ball patch
18Related Terms
- Valence
- The valence of a point is the number of its
incident edges. - Regular vertex
- If its valence is 4, the vertex is said to be
regular. - Regular face
- A face is said to be regular if none of its
vertices are irregular vertices.
19Catmull-Clark Surfaces---subdivision rules
- Generation of geometric points
- Construction of topology
20Geometric Points
- new face points
- averaging of the surrounding vertices of the
corresponding surface - new edge points
- averaging of the two vertices on the
corresponding edge and the new face points on the
two faces adjacent to the edge - new vertex points
- averaging of the corresponding vertices and
surrounding vertices
21Topology
- connect each new face point to the new edge
points surrounding it - Connect each new vertex point to the new edge
points surrounding it
22Mesh Subdivision
Fig 2. Applying Catmull-Clark subdivision once to
vertex V with valence n
23Mesh Subdivision
- new faces four-sided
- The valence of a new edge point is 4
- The valence of the new vertex point v remains n
- The valence of a new face point is the number of
edges of the corresponding face of the initial
mesh
24Patch Generation
- For a regular vertex, a bi-quadratic Bézier patch
is used - For an extraordinary vertex, an n-sided quadratic
Zheng-Ball patch will be generated
25Overall C1 Continuity
Fig 3. Two adjacent patches joined with C1
continuity
26Geometric Model
Fig 4. Closed irregular mesh and the resulting
geometric model
27Spline Surface Generation---irregular open mesh
- Step 1 subdividing the mesh to make all faces
four-sided - Step 2 constructing a surface patch
corresponding to each vertex - The main task is to deal with the mesh boundaries
28Subdivision Rules for Mesh Boundaries
29Boundary mesh subdivision for 2- and 3-valent
vertices
- face point Centroid of the i-th face incident to
V - edge point averaging of the two endpoints in the
associated edge - vertex point equivalent to n-valent vertex V of
the initial mesh
30Illustration
Fig 5. Subdivision around a boundary vertex v
(n3)
31Boundary mesh subdivision for valencegt3
- For each vertex V of valencegt3, n new vertices Wi
(i1,2, ,n) are created by
32Convex Boundary Vertex
Fig 6. Left Convex boundary vertex V0 of valence
4. Right New boundary vertices V0 , W1 and W4
of valence 2 or 3
33Concave Boundary Vertex
Fig 7. Left Concave inner boundary vertex V of
valence 4. Right New boundary vertices W1 and
W4 of valence 3
34Boundary Patches
35Some Definitions
- Boundary vertex vertex on the boundary of the
new mesh - Boundary face at lease one of its vertices is a
boundary vertex - Intermediate vertex not a boundary vertex, but
at least one of its surrounding faces is a
boundary face - Inner vertex none of the faces surrounding is a
boundary face
36Generation Rules--- intermediate vertex
- d is a central control point
- d2i is a corner point if its valence is 2
- d2i-1 is a mid-edge control point if its valence
is 3 - ½(di di1 ) is a corner control point if the
valences of di and di1 are 3. - ½(d2i-1 d) and ½(d2i1 d) are the two
mid-edge control points if fi is not a boundary
face. - The centroid of face fi is a corner point if fi
is not a boundary face.
37Generation Rules--- intermediate vertex
Fig 8. Intermediate vertex d (valence 5). Control
points (?) for the patch corresponding to it
38Geometric Model
Fig 9. Two models generated from open meshes by
proposed method
39Conclusions
Fig 10. Sphere produced with Loops method (left
) and with the proposed method (right )
40Interactive Deformation of Irregular Surface
Models
- J J Zheng and J J Zhang
- LNCS 2330(2002), 239-248
41Background
- Interactive deformation of surface models is an
important research topic in surface modeling. - However, the presence of irregular surface
patches has posed a difficulty in surface
deformation.
42Background
- Interactive deformation involves possibly the
following user-controlled deformation operations - moving control points of a patch
- specifying geometric constraints for a patch
- deforming a patch by exerting virtual forces
- By far the most difficult task is to all these
operations without violating their connection
smoothness
43Outline of the Proposed Research
- This paper will concentrate on two issues
- modeling of irregular surface patches
- Zheng-Ball model
- the connection between different patches
- formulate an explicit formula to degree elevation
and to insert a necessary number of extra control
points
44Zheng-Ball Patch
- This patch model can have any number of sides and
is able to smoothly blend the surrounding regular
patches - This surface model is control-point based and to
a large extent similar to Bézier surfaces
45Zheng-Ball Patch
Fig 11. 3-sided cubic Zheng-Ball Patch with its
control points
46Explicit Formula of Degree Elevation
(m3)
explicit
formula
47Explicit Formula of Degree Elevation
- The functions are defined by
- The functions are defined by
48After Degree Elevation
Fig 12. Quartic patches with control points after
degree elevation. The circles represent the
control points contributing to the C0 condition,
the black dots represent the control points
contributing G1 condition, and the square in the
middle represents the free central control point
49Central Control Point
- The central control point has provided an extra
degree of freedom. - Moving this control point will deform the shape
of the blending patch intuitively, without
violating the continuity conditions
50Energy function
- For an arbitrary patch , an energy function
is defined by - where Vi, Ki and Fi are the control point
vector, - stiffness matrix and force vector,
respectively.
51Global Energy Function
- The new global energy functional is given by
- where
52Deformation Function
- The continuity constraints are defined by the
following linear matrix equation
Minimising the global energy function subject to
the continuity constraints leads to the
production of a deformed model consisting of both
regular and irregular patches !
53Remarks
- Typical G1 continuity constraints for the two
patches - and can be expressed by the
following
54Remarks
Fig 13. Two cubic patches share a common boundary
55Illustration
Fig 14. Model with 3- and 5-sided patches (green
patches). (Middle and Right) Deformed models.
There are eight triangular patches on the outer
corners of the model, and eight pentagonal
patches on the inner corners of the model.
56Algorithm for Interactive Deforming
- If physical forces are applied to the surface,
the following linear system is generated by
minimising the quadratic form - Subjuect to linear constraints
57Algorithm for Interactive Deforming
Fig 16. Algorithm if interactive deformation
58Algorithm for Interactive Deforming
- lgtk. There are free variable left in linear
constraints. So linear system can be solved. - lltk. There is no free variable left in linear
constraints. So linear system is not solvable. - In the latter case, extra degrees of freedom are
needed to solve linear system.
59Smooth Models
Fig 17. A smooth model with 3- and 5-sided cubic
surface patches (left). Deformed model after
twice degree elevation (right). Arrows indicate
the forces applied on the surface points.
60Conclusions
- Proposed a surface deformation technique
- no assumption is made for the degrees of freedom
- all surface patches can be deformed in the
unified form - during deformation process, the smoothness
conditions between patches will be maintained - Derived an explicit formula for degree elevation
of irregular patches
61Thank you!