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3D Modeling Subdivision Surfaces

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Title: 3D Modeling Subdivision Surfaces


1
3D ModelingSubdivision Surfaces
Geris Game (1998) Pixar Animation Studios
2
Modeling
  • How do we ...
  • Represent 3D objects in a computer?
  • Construct such representations quickly and/or
    automatically with a computer?
  • Manipulate 3D objects with a computer?
  • 3D Representations provide the foundations for
    Computer Graphics, Computer-Aided Geometric
    Design, Visualization, and Robotics
  • Different methods for different object
    representations

3
3D Object Representations
  • Raw data
  • Point cloud
  • Range image
  • Polygon soup
  • Surfaces
  • Mesh
  • Subdivision
  • Parametric
  • Implicit
  • Solids
  • Voxels
  • BSP tree
  • CSG

4
Point Cloud
  • Unstructured set of 3D point samples

5
Range Image
  • Set of 3D points mapping to pixels of depth image
  • Acquired from range scanner

6
Polygon Soup
  • Unstructured set of polygons

7
3D Object Representations
  • Raw data
  • Point cloud
  • Range image
  • Polygon soup
  • Surfaces
  • Mesh
  • Subdivision
  • Parametric
  • Implicit
  • Solids
  • Voxels
  • BSP tree
  • CSG

8
Mesh
  • Connected set of polygons (usually triangles)
  • May not be closed

9
Parametric Surface
  • Tensor product spline patchs
  • Careful constraints to maintain continuity

10
Subdivision Surface
  • Coarse mesh subdivision rule
  • Define smooth surface as limit of sequence of
    refinements

11
Implicit Surface
  • Points satisfying F(x,y,z) 0

12
3D Object Representations
  • Raw data
  • Point cloud
  • Range image
  • Polygon soup
  • Surfaces
  • Mesh
  • Subdivision
  • Parametric
  • Implicit
  • Solids
  • Voxels
  • BSP tree
  • CSG

13
Voxels
  • Uniform grid of volumetric samples
  • Acquired from CAT, MRI, etc.

14
BSP Tree
  • Binary space partition with solid cells labeled
  • Constructed from polygonal representations

15
CSG
  • Hierarchy of boolean set operations (union,
    difference, intersect) applied to simple shapes

16
Subdivision Surface
  • Subdivision methods refine a (simple) control
    polygon such that in the limit it converges to a
    smooth curve.
  • A multitude of different curve and surface types
    can be described by subdivision.

17
Subdivision Surfaces
  • Approach Limit Curve Surface through an Iterative
    Refinement Process.

18
Subdivision in 3D
  • Same approach works in 3D

19
Problems with Splines
  • Traditionally spline patches (NURBS) have been
    used in production for character animation.
  • Difficult to stitch together
  • Maintaining continuity is hard
  • Trimming boundaries is hard
  • Difficult to model objects with complex topology

Subdivision in Character Animation Tony Derose,
Michael Kass, Tien Troung (SIGGRAPH 98)
(Geris Game, Pixar 1998)
20
Example Geris Game
  • Subdivision surfaces are used for
  • Geris hands and head.
  • Clothes Jacket, Pants, Shirt.
  • Tie and Shoes.
  • Movie

(Geris Game, Pixar 1998)
21
Why Subdivision Surfaces?
  • Subdivision methods have a series of interesting
    properties
  • Applicable to meshes of arbitrary topology
    (non-manifold meshes).
  • Scalability, level-of-detail.
  • Numerical stability.
  • Simple implementation.
  • Compact support.
  • Affine invariance.
  • Continuity.

22
Types of Subdivision
  • Interpolating Schemes
  • Limit Surfaces/Curve will pass through original
    set of data points.
  • Approximating Schemes
  • Limit Surface will not necessarily pass through
    the original set of data points.

23
Subdivision in 1-D
  • Simplest example piecewise linear subdivision

24
Chaikens Algorithm
25
Key Questions in Subdivision
  • How refine mesh?
  • Topology change
  • Where to place new vertices
  • Provable properties about limit surface

26
Loop Subdivision Scheme
  • How refine mesh?
  • Refine each triangle into 4 triangles by
    splitting each edge and connecting new vertices

27
Loop Subdivision Scheme
  • How position new vertices?
  • Choose locations for new vertices as weighted
    average of original vertices in local
    neighborhood
  • What if vertex does not have degree 6?

28
Loop Subdivision SchemeRule for extraordinary
vertices
29
Loop Subdivision Scheme
  • How to choose
  • Analyze properties of limit surface
  • Interested in continuity of surface and
    smoothness
  • Involves calculating eigenvalues of matrices
  • Original
  • Warren

30
Loop Subdivision Boundaries
  • Subdivision Mask for Boundary Conditions

Vertex Rule
Edge Rule
31
Subdivision as Matrices
  • Subdivision can be expressed as a matrix Smask of
    weights w.
  • Smask is very sparse
  • Never Implement this way!
  • Allows for analysis
  • Curvature
  • Limit Surface

Smask Weights
Old Control Points
New Points
32
Loop Subdivision Scheme
  • Works on triangular meshes
  • Is an Approximating Scheme
  • Guaranteed to be smooth everywhere except at
    extraordinary vertices.

33
Subdivision Schemes
  • There are different subdivision schemes
  • Different methods for refining topology
  • Different rules for positioning vertices
  • Interpolating versus approximating

34
Catmull-Clark Subdivision
35
Adaptive Subdivision
  • Not all regions of a model need to be subdivided.
  • Idea Use some criteria and adaptively subdivide
    mesh where needed.
  • Curvature
  • Screen size ( make triangles lt size of pixel )
  • View dependence
  • Distance from viewer
  • Silhouettes
  • In view frustum
  • Careful! Must ensure that cracks arent made

crack
subdivide
View-dependent refinement of progressive meshes
Hugues Hoppe. (SIGGRAPH 97)
36
Subdivision Surfaces for Compression
?
Progressive Geometry Compression Andrei
Khodakovsky, Peter Schröder and Wim Sweldens
(SIGGRAPH 2000)
37
Subdivision Surface Summary
  • Advantages
  • Simple method for describing complex surfaces
  • Relatively easy to implement
  • Arbitrary topology
  • Local support
  • Guaranteed continuity
  • Multi-resolution
  • Difficulties
  • Intuitive specification
  • Parameterization
  • Intersections
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